/* ** 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 #include "gl_load.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. I_Error("Init Shader '%s':\n%s\n", name, error.GetChars()); } 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; Flags.Init(hShader, "u_flags"); Shade.Init(hShader, "u_shade"); ShadeDiv.Init(hShader, "u_shadeDiv"); NumShades.Init(hShader, "u_numShades"); VisFactor.Init(hShader, "u_visFactor"); NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor"); NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset"); Brightness.Init(hShader, "u_brightness"); FogColor.Init(hShader, "u_fogColor"); AlphaThreshold.Init(hShader, "u_alphaThreshold"); FullscreenTint.Init(hShader, "u_fullscreenTint"); TintModulate.Init(hShader, "u_tintModulate"); TintOverlay.Init(hShader, "u_tintOverlay"); TintFlags.Init(hShader, "u_tintFlags"); 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"); glUseProgram(hShader); 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_brightmap"); glUniform1i(SamplerLoc, 1); SamplerLoc = glGetUniformLocation(hShader, "s_detail"); glUniform1i(SamplerLoc, 2); SamplerLoc = glGetUniformLocation(hShader, "s_glow"); glUniform1i(SamplerLoc, 3); SamplerLoc = glGetUniformLocation(hShader, "s_palette"); glUniform1i(SamplerLoc, 4); SamplerLoc = glGetUniformLocation(hShader, "s_palswap"); glUniform1i(SamplerLoc, 5); 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; }