mirror of
https://github.com/ZDoom/raze-gles.git
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17e1e4175e
This was the last feature that needed to be mapped to a GZDoom compatible render state
176 lines
5.3 KiB
C++
176 lines
5.3 KiB
C++
/*
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** gl_shader.cpp
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**
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** GLSL shader handling
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <memory>
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#include "gl_load.h"
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#include "glbackend.h"
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#include "gl_shader.h"
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#include "zstring.h"
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#include "shaderuniforms.h"
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#include "baselayer.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FShader::Load(const char * name, const char * vert_prog, const char * frag_prog)
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{
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FString error;
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static char buffer[10000];
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hVertProg = glCreateShader(GL_VERTEX_SHADER);
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hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(hVertProg, 1, &vert_prog, nullptr);
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glShaderSource(hFragProg, 1, &frag_prog, nullptr);
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glCompileShader(hVertProg);
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glCompileShader(hFragProg);
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hShader = glCreateProgram();
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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glLinkProgram(hShader);
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glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
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if (*buffer)
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{
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error << "Vertex shader:\n" << buffer << "\n";
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}
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glGetShaderInfoLog(hFragProg, 10000, NULL, buffer);
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if (*buffer)
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{
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error << "Fragment shader:\n" << buffer << "\n";
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}
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glGetProgramInfoLog(hShader, 10000, NULL, buffer);
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if (*buffer)
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{
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error << "Linking:\n" << buffer << "\n";
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}
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int linked;
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glGetProgramiv(hShader, GL_LINK_STATUS, &linked);
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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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I_Error("Init Shader '%s':\n%s\n", name, error.GetChars());
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}
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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FShader::~FShader()
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{
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glDeleteProgram(hShader);
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glDeleteShader(hVertProg);
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glDeleteShader(hFragProg);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool FShader::Bind()
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{
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glUseProgram(hShader);
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool PolymostShader::Load(const char * name, const char * vert_prog, const char * frag_prog)
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{
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if (!FShader::Load(name, vert_prog, frag_prog)) return false;
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int tempindex = glGetUniformBlockIndex(hShader, "ViewpointUBO");
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if (tempindex != -1) glUniformBlockBinding(hShader, tempindex, VIEWPOINT_BINDINGPOINT);
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Flags.Init(hShader, "u_flags");
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NPOTEmulation.Init(hShader, "uNpotEmulation");
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TextureMode.Init(hShader, "uTextureMode");
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FogColor.Init(hShader, "uFogColor");
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muFogEnabled.Init(hShader, "uFogEnabled");
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muLightParms.Init(hShader, "uLightAttr");
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AlphaThreshold.Init(hShader, "uAlphaThreshold");
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DetailParms.Init(hShader, "uDetailParms");
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ModelMatrix.Init(hShader, "ModelMatrix");
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TextureMatrix.Init(hShader, "TextureMatrix");
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muTextureAddColor.Init(hShader, "uTextureAddColor");
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muTextureModulateColor.Init(hShader, "uTextureModulateColor");
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muTextureBlendColor.Init(hShader, "uTextureBlendColor");
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glUseProgram(hShader);
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VSMatrix identity(0);
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TextureMatrix.Set(identity.get());
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int SamplerLoc;
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SamplerLoc = glGetUniformLocation(hShader, "s_texture");
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glUniform1i(SamplerLoc, 0);
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SamplerLoc = glGetUniformLocation(hShader, "brighttexture");
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glUniform1i(SamplerLoc, 1);
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SamplerLoc = glGetUniformLocation(hShader, "detailtexture");
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glUniform1i(SamplerLoc, 2);
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SamplerLoc = glGetUniformLocation(hShader, "glowtexture");
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glUniform1i(SamplerLoc, 3);
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SamplerLoc = glGetUniformLocation(hShader, "s_palette");
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glUniform1i(SamplerLoc, 4);
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SamplerLoc = glGetUniformLocation(hShader, "s_palswap");
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glUniform1i(SamplerLoc, 5);
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glUseProgram(0);
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return true;
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}
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