raze-gles/source/glbackend/gl_shader.cpp

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/*
** gl_shader.cpp
**
** GLSL shader handling
**
**---------------------------------------------------------------------------
** Copyright 2004-2019 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 <memory>
#include "glad/glad.h"
#include "glbackend.h"
#include "gl_shader.h"
#include "zstring.h"
#include "baselayer.h"
//==========================================================================
//
//
//
//==========================================================================
bool FShader::Load(const char * name, const char * vert_prog, const char * frag_prog)
{
FString error;
static char buffer[10000];
hVertProg = glCreateShader(GL_VERTEX_SHADER);
hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(hVertProg, 1, &vert_prog, nullptr);
glShaderSource(hFragProg, 1, &frag_prog, nullptr);
glCompileShader(hVertProg);
glCompileShader(hFragProg);
hShader = glCreateProgram();
glAttachShader(hShader, hVertProg);
glAttachShader(hShader, hFragProg);
glBindAttribLocation(hShader, 0, "i_vertPos");
glBindAttribLocation(hShader, 1, "i_texCoord");
glBindAttribLocation(hShader, 2, "i_color");
glLinkProgram(hShader);
glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
if (*buffer)
{
error << "Vertex shader:\n" << buffer << "\n";
}
glGetShaderInfoLog(hFragProg, 10000, NULL, buffer);
if (*buffer)
{
error << "Fragment shader:\n" << buffer << "\n";
}
glGetProgramInfoLog(hShader, 10000, NULL, buffer);
if (*buffer)
{
error << "Linking:\n" << buffer << "\n";
}
int linked;
glGetProgramiv(hShader, GL_LINK_STATUS, &linked);
if (linked == 0)
{
// only print message if there's an error.
FStringf err("Init Shader '%s':\n%s\n", name, error.GetChars());
throw std::runtime_error(err); // Failing to compile a shader is fatal.
}
return true;
}
//==========================================================================
//
//
//
//==========================================================================
FShader::~FShader()
{
glDeleteProgram(hShader);
glDeleteShader(hVertProg);
glDeleteShader(hFragProg);
}
//==========================================================================
//
//
//
//==========================================================================
bool FShader::Bind()
{
glUseProgram(hShader);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool PolymostShader::Load(const char * name, const char * vert_prog, const char * frag_prog)
{
if (!FShader::Load(name, vert_prog, frag_prog)) return false;
Clamp.Init(hShader, "u_clamp");
Shade.Init(hShader, "u_shade");
NumShades.Init(hShader, "u_numShades");
VisFactor.Init(hShader, "u_visFactor");
UseColorOnly.Init(hShader, "u_useColorOnly");
UsePalette.Init(hShader, "u_usePalette");
UseDetailMapping.Init(hShader, "u_useDetailMapping");
UseGlowMapping.Init(hShader, "u_useGlowMapping");
NPOTEmulation.Init(hShader, "u_npotEmulation");
NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor");
NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");
Brightness.Init(hShader, "u_brightness");
ShadeInterpolate.Init(hShader, "u_shadeInterpolate");
FogColor.Init(hShader, "u_fogColor");
RotMatrix.Init(hShader, "u_rotMatrix");
ModelMatrix.Init(hShader, "u_modelMatrix");
ProjectionMatrix.Init(hShader, "u_projectionMatrix");
DetailMatrix.Init(hShader, "u_detailMatrix");
TextureMatrix.Init(hShader, "u_textureMatrix");
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glUseProgram(hShader);
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VSMatrix identity(0);
TextureMatrix.Set(identity.get());
DetailMatrix.Set(identity.get());
int SamplerLoc;
SamplerLoc = glGetUniformLocation(hShader, "s_texture");
glUniform1i(SamplerLoc, 0);
SamplerLoc = glGetUniformLocation(hShader, "s_palswap");
glUniform1i(SamplerLoc, 1);
SamplerLoc = glGetUniformLocation(hShader, "s_palette");
glUniform1i(SamplerLoc, 2);
SamplerLoc = glGetUniformLocation(hShader, "s_detail");
glUniform1i(SamplerLoc, 3);
SamplerLoc = glGetUniformLocation(hShader, "s_glow");
glUniform1i(SamplerLoc, 4);
glUseProgram(0);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
bool SurfaceShader::Load(const char* name, const char* vert_prog, const char* frag_prog)
{
if (!FShader::Load(name, vert_prog, frag_prog)) return false;
glUseProgram(hShader);
int SamplerLoc;
SamplerLoc = glGetUniformLocation(hShader, "s_texture");
glUniform1i(SamplerLoc, 0);
SamplerLoc = glGetUniformLocation(hShader, "s_palette");
glUniform1i(SamplerLoc, 1);
glUseProgram(0);
return true;
}