qzdoom/src/gl/shaders/gl_texshader.cpp
2013-06-23 09:49:34 +02:00

698 lines
16 KiB
C++

/*
** gl_shaders.cpp
** Routines parsing/managing texture shaders.
**
**---------------------------------------------------------------------------
** Copyright 2003 Timothy Stump
** Copyright 2009 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "gl/system/gl_system.h"
#include "doomtype.h"
#include "c_cvars.h"
#include "sc_man.h"
#include "textures/textures.h"
#include "gl/shaders/gl_texshader.h"
CVAR(Bool, gl_texture_useshaders, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
//==========================================================================
//
//
//
//==========================================================================
FShaderLayer::FShaderLayer()
{
animate = false;
emissive = false;
blendFuncSrc = GL_SRC_ALPHA;
blendFuncDst = GL_ONE_MINUS_SRC_ALPHA;
offsetX = 0.f;
offsetY = 0.f;
centerX = 0.0f;
centerY = 0.0f;
rotate = 0.f;
rotation = 0.f;
adjustX.SetParams(0.f, 0.f, 0.f);
adjustY.SetParams(0.f, 0.f, 0.f);
scaleX.SetParams(1.f, 1.f, 0.f);
scaleY.SetParams(1.f, 1.f, 0.f);
alpha.SetParams(1.f, 1.f, 0.f);
r.SetParams(1.f, 1.f, 0.f);
g.SetParams(1.f, 1.f, 0.f);
b.SetParams(1.f, 1.f, 0.f);
flags = 0;
layerMask = NULL;
texgen = SHADER_TexGen_None;
warp = false;
warpspeed = 0;
}
//==========================================================================
//
//
//
//==========================================================================
FShaderLayer::FShaderLayer(const FShaderLayer &layer)
{
texture = layer.texture;
animate = layer.animate;
emissive = layer.emissive;
adjustX = layer.adjustX;
adjustY = layer.adjustY;
blendFuncSrc = layer.blendFuncSrc;
blendFuncDst = layer.blendFuncDst;
offsetX = layer.offsetX;
offsetY = layer.offsetY;
centerX = layer.centerX;
centerY = layer.centerX;
rotate = layer.rotate;
rotation = layer.rotation;
scaleX = layer.scaleX;
scaleY = layer.scaleY;
vectorX = layer.vectorX;
vectorY = layer.vectorY;
alpha = layer.alpha;
r = layer.r;
g = layer.g;
b = layer.b;
flags = layer.flags;
if (layer.layerMask)
{
layerMask = new FShaderLayer(*(layer.layerMask));
}
else
{
layerMask = NULL;
}
texgen = layer.texgen;
warp = layer.warp;
warpspeed = layer.warpspeed;
}
//==========================================================================
//
//
//
//==========================================================================
FShaderLayer::~FShaderLayer()
{
if (layerMask)
{
delete layerMask;
layerMask = NULL;
}
}
//==========================================================================
//
//
//
//==========================================================================
void FShaderLayer::Update(float diff)
{
r.Update(diff);
g.Update(diff);
b.Update(diff);
alpha.Update(diff);
vectorY.Update(diff);
vectorX.Update(diff);
scaleX.Update(diff);
scaleY.Update(diff);
adjustX.Update(diff);
adjustY.Update(diff);
srcFactor.Update(diff);
dstFactor.Update(diff);
offsetX += vectorX * diff;
if (offsetX >= 1.f) offsetX -= 1.f;
if (offsetX < 0.f) offsetX += 1.f;
offsetY += vectorY * diff;
if (offsetY >= 1.f) offsetY -= 1.f;
if (offsetY < 0.f) offsetY += 1.f;
rotation += rotate * diff;
if (rotation > 360.f) rotation -= 360.f;
if (rotation < 0.f) rotation += 360.f;
if (layerMask != NULL) layerMask->Update(diff);
}
//==========================================================================
//
//
//
//==========================================================================
struct FParseKey
{
const char *name;
int value;
};
static const FParseKey CycleTags[]=
{
{"linear", CYCLE_Linear},
{"sin", CYCLE_Sin},
{"cos", CYCLE_Cos},
{"sawtooth", CYCLE_SawTooth},
{"square", CYCLE_Square},
{NULL}
};
static const FParseKey BlendTags[]=
{
{"GL_ZERO", GL_ZERO},
{"GL_ONE", GL_ONE},
{"GL_DST_COLOR", GL_DST_COLOR},
{"GL_ONE_MINUS_DST_COLOR", GL_ONE_MINUS_DST_COLOR},
{"GL_DST_ALPHA", GL_DST_ALPHA},
{"GL_ONE_MINUS_DST_ALPHA", GL_ONE_MINUS_DST_ALPHA},
{"GL_SRC_COLOR", GL_SRC_COLOR},
{"GL_ONE_MINUS_SRC_COLOR", GL_ONE_MINUS_SRC_COLOR},
{"GL_SRC_ALPHA", GL_SRC_ALPHA},
{"GL_ONE_MINUS_SRC_ALPHA", GL_ONE_MINUS_SRC_ALPHA},
{"GL_SRC_ALPHA_SATURATE", GL_SRC_ALPHA_SATURATE},
{NULL}
};
//==========================================================================
//
//
//
//==========================================================================
CycleType FShaderLayer::ParseCycleType(FScanner &sc)
{
if (sc.GetString())
{
int t = sc.MatchString(&CycleTags[0].name, sizeof(CycleTags[0]));
if (t > -1) return CycleType(CycleTags[t].value);
sc.UnGet();
}
return CYCLE_Linear;
}
//==========================================================================
//
//
//
//==========================================================================
bool FShaderLayer::ParseLayer(FScanner &sc)
{
bool retval = true;
float start, end, cycle, r1, r2, g1, g2, b1, b2;
int type;
if (sc.GetString())
{
texture = TexMan.CheckForTexture(sc.String, FTexture::TEX_Wall);
if (!texture.isValid())
{
sc.ScriptMessage("Unknown texture '%s'", sc.String);
retval = false;
}
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
if (sc.End)
{
sc.ScriptError("Unexpected end of file encountered");
return false;
}
if (sc.Compare("alpha"))
{
if (sc.CheckString("cycle"))
{
alpha.ShouldCycle(true);
alpha.SetCycleType(ParseCycleType(sc));
sc.GetFloat();
start = sc.Float;
sc.GetFloat();
end = sc.Float;
sc.GetFloat();
cycle = sc.Float;
alpha.SetParams(start, end, cycle);
}
else
{
sc.MustGetFloat();
alpha.SetParams(float(sc.Float), float(sc.Float), 0.f);
}
}
else if (sc.Compare("srcfactor"))
{
if (sc.CheckString("cycle"))
{
srcFactor.ShouldCycle(true);
srcFactor.SetCycleType(ParseCycleType(sc));
sc.GetFloat();
start = sc.Float;
sc.GetFloat();
end = sc.Float;
sc.GetFloat();
cycle = sc.Float;
srcFactor.SetParams(start, end, cycle);
}
else
{
sc.MustGetFloat();
srcFactor.SetParams(float(sc.Float), float(sc.Float), 0.f);
}
}
if (sc.Compare("destfactor"))
{
if (sc.CheckString("cycle"))
{
dstFactor.ShouldCycle(true);
dstFactor.SetCycleType(ParseCycleType(sc));
sc.GetFloat();
start = sc.Float;
sc.GetFloat();
end = sc.Float;
sc.GetFloat();
cycle = sc.Float;
dstFactor.SetParams(start, end, cycle);
}
else
{
sc.MustGetFloat();
dstFactor.SetParams(float(sc.Float), float(sc.Float), 0.f);
}
}
else if (sc.Compare("animate"))
{
sc.GetString();
animate = sc.Compare("true");
}
else if (sc.Compare("blendfunc"))
{
sc.GetString();
type = sc.MustMatchString(&BlendTags[0].name, sizeof(BlendTags[0]));
blendFuncSrc = type;// BlendTags[type].value;
sc.GetString();
type = sc.MustMatchString(&BlendTags[0].name, sizeof(BlendTags[0]));
blendFuncDst = type; //BlendTags[type].value;
}
else if (sc.Compare("color"))
{
if (sc.CheckString("cycle"))
{
CycleType type = ParseCycleType(sc);
r.ShouldCycle(true);
g.ShouldCycle(true);
b.ShouldCycle(true);
r.SetCycleType(type);
g.SetCycleType(type);
b.SetCycleType(type);
sc.GetFloat();
r1 = float(sc.Float);
sc.GetFloat();
g1 = float(sc.Float);
sc.GetFloat();
b1 = float(sc.Float);
// get color2
sc.GetFloat();
r2 = float(sc.Float);
sc.GetFloat();
g2 = float(sc.Float);
sc.GetFloat();
b2 = float(sc.Float);
// get cycle time
sc.GetFloat();
cycle = sc.Float;
r.SetParams(r1, r2, cycle);
g.SetParams(g1, g2, cycle);
b.SetParams(b1, b2, cycle);
}
else
{
sc.GetFloat();
r1 = float(sc.Float);
sc.GetFloat();
g1 = sc.Float;
sc.GetFloat();
b1 = sc.Float;
r.SetParams(r1, r1, 0.f);
g.SetParams(g1, g1, 0.f);
b.SetParams(b1, b1, 0.f);
}
}
else if (sc.Compare("center"))
{
sc.GetFloat();
centerX = sc.Float;
sc.GetFloat();
centerY = sc.Float;
}
else if (sc.Compare("emissive"))
{
sc.GetString();
emissive = sc.Compare("true");
}
else if (sc.Compare("offset"))
{
if (sc.CheckString("cycle"))
{
adjustX.ShouldCycle(true);
adjustY.ShouldCycle(true);
sc.GetFloat();
r1 = sc.Float;
sc.GetFloat();
r2 = sc.Float;
sc.GetFloat();
g1 = sc.Float;
sc.GetFloat();
g2 = sc.Float;
sc.GetFloat();
cycle = sc.Float;
offsetX = r1;
offsetY = r2;
adjustX.SetParams(0.f, g1 - r1, cycle);
adjustY.SetParams(0.f, g2 - r2, cycle);
}
else
{
sc.GetFloat();
offsetX = sc.Float;
sc.GetFloat();
offsetY = sc.Float;
}
}
else if (sc.Compare("offsetfunc"))
{
adjustX.SetCycleType(ParseCycleType(sc));
adjustY.SetCycleType(ParseCycleType(sc));
}
else if (sc.Compare("mask"))
{
if (layerMask != NULL) delete layerMask;
layerMask = new FShaderLayer;
layerMask->ParseLayer(sc);
}
else if (sc.Compare("rotate"))
{
sc.GetFloat();
rotate = sc.Float;
}
else if (sc.Compare("rotation"))
{
sc.GetFloat();
rotation = sc.Float;
}
else if (sc.Compare("scale"))
{
if (sc.CheckString("cycle"))
{
scaleX.ShouldCycle(true);
scaleY.ShouldCycle(true);
sc.GetFloat();
r1 = sc.Float;
sc.GetFloat();
r2 = sc.Float;
sc.GetFloat();
g1 = sc.Float;
sc.GetFloat();
g2 = sc.Float;
sc.GetFloat();
cycle = sc.Float;
scaleX.SetParams(r1, g1, cycle);
scaleY.SetParams(r2, g2, cycle);
}
else
{
sc.GetFloat();
scaleX.SetParams(sc.Float, sc.Float, 0.f);
sc.GetFloat();
scaleY.SetParams(sc.Float, sc.Float, 0.f);
}
}
else if (sc.Compare("scalefunc"))
{
scaleX.SetCycleType(ParseCycleType(sc));
scaleY.SetCycleType(ParseCycleType(sc));
}
else if (sc.Compare("texgen"))
{
sc.MustGetString();
if (sc.Compare("sphere"))
{
texgen = SHADER_TexGen_Sphere;
}
else
{
texgen = SHADER_TexGen_None;
}
}
else if (sc.Compare("vector"))
{
if (sc.CheckString("cycle"))
{
vectorX.ShouldCycle(true);
vectorY.ShouldCycle(true);
sc.GetFloat();
r1 = sc.Float;
sc.GetFloat();
g1 = sc.Float;
sc.GetFloat();
r2 = sc.Float;
sc.GetFloat();
g2 = sc.Float;
sc.GetFloat();
cycle = sc.Float;
vectorX.SetParams(r1, r2, cycle);
vectorY.SetParams(g1, g2, cycle);
}
else
{
sc.GetFloat();
vectorX.SetParams(sc.Float, sc.Float, 0.f);
sc.GetFloat();
vectorY.SetParams(sc.Float, sc.Float, 0.f);
}
}
else if (sc.Compare("vectorfunc"))
{
vectorX.SetCycleType(ParseCycleType(sc));
vectorY.SetCycleType(ParseCycleType(sc));
}
else if (sc.Compare("warp"))
{
if (sc.CheckNumber())
{
warp = sc.Number >= 0 && sc.Number <= 2? sc.Number : 0;
}
else
{
// compatibility with ZDoomGL
sc.MustGetString();
warp = sc.Compare("true");
}
}
else
{
sc.ScriptError("Unknown keyword '%s' in shader layer", sc.String);
}
}
}
return retval;
}
//==========================================================================
//
//
//
//==========================================================================
FTextureShader::FTextureShader()
{
layers.Clear();
lastUpdate = 0;
}
//==========================================================================
//
//
//
//==========================================================================
bool FTextureShader::ParseShader(FScanner &sc, TArray<FTextureID> &names)
{
bool retval = true;
if (sc.GetString())
{
name = sc.String;
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
if (sc.End)
{
sc.ScriptError("Unexpected end of file encountered");
return false;
}
else if (sc.Compare("layer"))
{
FShaderLayer *lay = new FShaderLayer;
if (lay->ParseLayer(sc))
{
if (layers.Size() < 8)
{
layers.Push(lay);
}
else
{
delete lay;
sc.ScriptMessage("Only 8 layers per texture allowed.");
}
}
else
{
delete lay;
retval = false;
}
}
else
{
sc.ScriptError("Unknown keyword '%s' in shader", sc.String);
}
}
}
return retval;
}
//==========================================================================
//
//
//
//==========================================================================
void FTextureShader::Update(int framems)
{
float diff = (framems - lastUpdate) / 1000.f;
if (lastUpdate != 0) // && !paused && !bglobal.freeze)
{
for (unsigned int i = 0; i < layers.Size(); i++)
{
layers[i]->Update(diff);
}
}
lastUpdate = framems;
}
//==========================================================================
//
//
//
//==========================================================================
void FTextureShader::FakeUpdate(int framems)
{
lastUpdate = framems;
}
//==========================================================================
//
//
//
//==========================================================================
FString FTextureShader::CreateName()
{
FString compose = "custom";
for(unsigned i=0; i<layers.Size(); i++)
{
compose.AppendFormat("@%de%ds%ud%ut%dw%d", i, layers[i]->emissive,
layers[i]->blendFuncSrc, layers[i]->blendFuncDst, layers[i]->texgen, layers[i]->warp);
}
return compose;
}
//==========================================================================
//
//
//
//==========================================================================
FString FTextureShader::GenerateCode()
{
static const char *funcnames[] = {"gettexel", "getwarp1", "getwarp2" };
static const char *srcblend[] = { "vec4(0.0)", "src", "src*dest", "1.0-src*dest", "src*dest.a", "1.0-src*dest.a",
"src*src", "1.0-src*src", "src*src.a", "1.0-src*src", "vec4(src.rgb*src.a, 1)" };
static const char *dstblend[] = { "vec4(0.0)", "dest", "dest*dest", "1.0-dest*dest", "dest*dest.a", "1.0-dest*dest.a",
"dest*src", "1.0-dest*src", "dest*src.a", "1.0-dest*src", "vec4(dest.rgb*src.a, 1)" };
FString compose;
for(unsigned i=0; i<layers.Size(); i++)
{
compose.AppendFormat("src = %s(texture%d, glTexCoord[%d].st) * colors[%d];\n",
funcnames[layers[i]->warp], i+1, i, i);
if (!layers[i]->emissive) compose.AppendFormat("src.rgb *= gl_Color.rgb;\n");
compose.AppendFormat("dest = (%s)*srcfactor + (%s)*dstfactor;\n",
srcblend[layers[i]->blendFuncSrc], dstblend[layers[i]->blendFuncDst]);
}
return compose;
}