mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 08:30:58 +00:00
23265ad213
Voxels yet to do. This also removes the redundant texture matrix for the glow texture.
205 lines
6.2 KiB
C++
205 lines
6.2 KiB
C++
/*
|
|
** 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");
|
|
FogEnabled.Init(hShader, "u_fogEnabled");
|
|
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");
|
|
Fog.Init(hShader, "u_fog");
|
|
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");
|
|
|
|
|
|
|
|
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_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;
|
|
}
|