mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- use explicitly declared matrix uniforms.
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader. Also perform better reporting of shader compilation errors.
This commit is contained in:
parent
8fd8d0858c
commit
71d132b470
9 changed files with 56 additions and 46 deletions
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@ -355,10 +355,6 @@ void animvpx_setup_glstate(int32_t animvpx_flags)
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//Force fullscreen (glox1=-1 forces it to restore afterwards)
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GLInterface.SetViewport(0,0,xdim,ydim); glox1 = -1;
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VSMatrix identity(0);
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GLInterface.SetMatrix(Matrix_ModelView, &identity);
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GLInterface.SetMatrix(Matrix_Projection, &identity);
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GLInterface.EnableAlphaTest(false);
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GLInterface.EnableDepthTest(false);
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GLInterface.EnableBlend(false);
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@ -1930,7 +1930,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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texmat.loadIdentity();
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texmat.translate(xpanning, ypanning, 1.0f);
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texmat.scale(f, f, 1.0f);
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GLInterface.SetMatrix(Matrix_Texture3, &texmat);
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GLInterface.SetMatrix(Matrix_Detail, &texmat);
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}
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tex = r_glowmapping ? mdloadskin((md2model_t *) m, tile2model[Ptile2tile(tspr->picnum, lpal)].skinnum, GLOWPAL, surfi) : 0;
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@ -1942,7 +1942,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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texmat.loadIdentity();
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texmat.translate(xpanning, ypanning, 1.0f);
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GLInterface.SetMatrix(Matrix_Texture4, &texmat);
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GLInterface.SetMatrix(Matrix_Glow, &texmat);
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}
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indexhandle = m->vindexes;
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@ -1400,7 +1400,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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if ((detailpth->hicr->scale.x != 1.0f) || (detailpth->hicr->scale.y != 1.0f))
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texmat.scale(detailpth->hicr->scale.x, detailpth->hicr->scale.y, 1.0f);
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GLInterface.SetMatrix(Matrix_Texture3, &texmat);
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GLInterface.SetMatrix(Matrix_Detail, &texmat);
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}
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}
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@ -1664,7 +1664,7 @@ do
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if (pth->hicr)
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{
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VSMatrix identity(0);
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GLInterface.SetMatrix(Matrix_Texture3, &identity);
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GLInterface.SetMatrix(Matrix_Detail, &identity);
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}
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if (videoGetRenderMode() != REND_POLYMOST)
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@ -5,6 +5,8 @@
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class FBitmap;
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class FTexture;
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#include "tarray.h"
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class FHardwareTexture //: public IHardwareTexture
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{
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public:
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@ -34,13 +36,16 @@ public:
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friend class FGameTexture;
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};
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// This class identifies a single source image to the game.
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// Since hightile palette variations are identified by file name, they will create separate game textures.
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class FGameTexture
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{
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int Width, Height;
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bool isHightile;
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// Source image for this texture.
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FTexture* sourceData = nullptr;
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// either indexed or the sole image for hightiles.
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// indexed or the sole image for hightiles.
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FHardwareTexture* hwBase = nullptr;
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// If the number was large a TMap would be better -
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// but in most cases the maximum number of palettes for a single tile is less than 10 where a linear search is much faster than a TMap.
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@ -99,8 +99,8 @@ bool FShader::Load(const char * name, const char * vert_prog, const char * frag_
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if (linked == 0)
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{
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// only print message if there's an error.
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initprintf("Init Shader '%s':\n%s\n", name, error.GetChars());
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return false;
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FStringf err("Init Shader '%s':\n%s\n", name, error.GetChars());
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throw std::runtime_error(err); // Failing to compile a shader is fatal.
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}
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return true;
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}
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@ -158,6 +158,11 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");
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Brightness.Init(hShader, "u_brightness");
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RotMatrix.Init(hShader, "u_rotMatrix");
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ModelMatrix.Init(hShader, "u_modelMatrix");
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ProjectionMatrix.Init(hShader, "u_projectionMatrix");
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DetailMatrix.Init(hShader, "u_detailMatrix");
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GlowMatrix.Init(hShader, "u_glowMatrix");
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ShadeInterpolate.Init(hShader, "u_shadeInterpolate");
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glUseProgram(hShader);
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@ -51,7 +51,11 @@ public:
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FBufferedUniform1f NPOTEmulationXOffset;
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FBufferedUniform1f Brightness;
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FUniformMatrix4f RotMatrix;
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FBufferedUniform1f ShadeInterpolate;
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FUniformMatrix4f ModelMatrix;
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FUniformMatrix4f ProjectionMatrix;
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FUniformMatrix4f DetailMatrix;
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FUniformMatrix4f GlowMatrix;
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FBufferedUniform1f ShadeInterpolate;
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public:
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@ -62,9 +62,18 @@ void GLInstance::Init()
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glinfo.dumped = 1;
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}
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new(&renderState) PolymostRenderState; // reset to defaults.
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LoadSurfaceShader();
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LoadVPXShader();
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LoadPolymostShader();
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try
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{
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LoadSurfaceShader();
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LoadVPXShader();
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LoadPolymostShader();
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}
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catch (const std::runtime_error& err)
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{
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// This is far from an optimal solution but at this point the only way to get the error out.
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wm_msgbox("Shader compilation failed", err.what());
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exit(1);
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}
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}
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@ -78,11 +87,7 @@ void GLInstance::LoadPolymostShader()
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Vert.Push(0);
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Frag.Push(0);
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polymostShader = new PolymostShader();
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if (!polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data()))
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{
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wm_msgbox("Fatal Error", "Shader compilation failed");
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exit(1);
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}
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polymostShader->Load("PolymostShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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SetPolymostShader();
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}
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@ -96,11 +101,7 @@ void GLInstance::LoadVPXShader()
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Vert.Push(0);
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Frag.Push(0);
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vpxShader = new FShader();
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if (!vpxShader->Load("VPXShader", (const char*)Vert.Data(), (const char*)Frag.Data()))
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{
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wm_msgbox("Fatal Error", "Shader compilation failed");
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exit(1);
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}
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vpxShader->Load("VPXShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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}
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void GLInstance::LoadSurfaceShader()
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@ -113,11 +114,7 @@ void GLInstance::LoadSurfaceShader()
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Vert.Push(0);
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Frag.Push(0);
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surfaceShader = new SurfaceShader();
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if (!surfaceShader->Load("SurfaceShader", (const char*)Vert.Data(), (const char*)Frag.Data()))
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{
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wm_msgbox("Fatal Error", "Shader compilation failed");
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exit(1);
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}
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surfaceShader->Load("SurfaceShader", (const char*)Vert.Data(), (const char*)Frag.Data());
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}
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@ -253,26 +250,25 @@ void GLInstance::SetMatrix(int num, const VSMatrix *mat)
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{
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default:
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return;
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case Matrix_View:
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polymostShader->RotMatrix.Set(mat->get());
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break;
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case Matrix_Projection:
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(mat->get());
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polymostShader->ProjectionMatrix.Set(mat->get());
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break;
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case Matrix_ModelView:
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(mat->get());
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polymostShader->ModelMatrix.Set(mat->get());
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break;
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case Matrix_Texture3:
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case Matrix_Texture4:
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glActiveTexture(GL_TEXTURE3 + num - Matrix_Texture3);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf(mat->get());
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glActiveTexture(GL_TEXTURE0);
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case Matrix_Detail:
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polymostShader->DetailMatrix.Set(mat->get());
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break;
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case Matrix_Glow:
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polymostShader->GlowMatrix.Set(mat->get());
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break;
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}
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}
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@ -67,8 +67,8 @@ enum EMatrixType
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Matrix_View,
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Matrix_Projection,
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Matrix_ModelView,
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Matrix_Texture3,
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Matrix_Texture4,
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Matrix_Detail,
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Matrix_Glow,
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// These are the only ones being used.
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NUMMATRICES
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};
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@ -5,6 +5,10 @@ varying float v_distance;
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uniform float u_usePalette;
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uniform mat4 u_rotMatrix;
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uniform mat4 u_modelMatrix;
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_detailMatrix;
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uniform mat4 u_glowMatrix;
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const float c_zero = 0.0;
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const float c_one = 1.0;
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@ -12,16 +16,16 @@ const float c_one = 1.0;
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void main()
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{
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vec4 vertex = u_rotMatrix * gl_Vertex;
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vec4 eyeCoordPosition = gl_ModelViewMatrix * vertex;
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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vec4 eyeCoordPosition = u_modelMatrix * vertex;
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gl_Position = u_projectionMatrix * eyeCoordPosition;
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eyeCoordPosition.xyz /= eyeCoordPosition.w;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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//gl_TexCoord[0] = mix(gl_TexCoord[0].xyzw, gl_TexCoord[0].yxzw, u_usePalette); WTF is this???
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gl_TexCoord[3] = gl_TextureMatrix[3] * gl_MultiTexCoord0;
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gl_TexCoord[4] = gl_TextureMatrix[4] * gl_MultiTexCoord0;
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gl_TexCoord[3] = u_detailMatrix * gl_MultiTexCoord0;
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gl_TexCoord[4] = u_glowMatrix * gl_MultiTexCoord0;
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gl_FogFragCoord = abs(eyeCoordPosition.z);
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