mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
197a35291a
This also hijacks one free element in the shader uniforms for the newly added factor.
879 lines
25 KiB
C++
879 lines
25 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2004-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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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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#include "gl_system.h"
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#include "c_cvars.h"
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#include "v_video.h"
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#include "filesystem.h"
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#include "engineerrors.h"
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#include "cmdlib.h"
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#include "md5.h"
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#include "gl_shader.h"
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#include "hw_shaderpatcher.h"
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#include "shaderuniforms.h"
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#include "hw_viewpointuniforms.h"
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#include "hw_lightbuffer.h"
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#include "i_specialpaths.h"
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#include "printf.h"
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#include "version.h"
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#include "gl_interface.h"
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#include "gl_debug.h"
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#include "matrix.h"
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#include "gl_renderer.h"
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#include <map>
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#include <memory>
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namespace OpenGLRenderer
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{
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struct ProgramBinary
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{
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uint32_t format;
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TArray<uint8_t> data;
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};
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static const char *ShaderMagic = "ZDSC";
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static std::map<FString, std::unique_ptr<ProgramBinary>> ShaderCache; // Not a TMap because it doesn't support unique_ptr move semantics
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bool IsShaderCacheActive()
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{
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static bool active = true;
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static bool firstcall = true;
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if (firstcall)
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{
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const char *vendor = (const char *)glGetString(GL_VENDOR);
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active = !(strstr(vendor, "Intel") == nullptr);
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firstcall = false;
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}
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return active;
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}
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static FString CalcProgramBinaryChecksum(const FString &vertex, const FString &fragment)
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{
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const GLubyte *vendor = glGetString(GL_VENDOR);
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const GLubyte *renderer = glGetString(GL_RENDERER);
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const GLubyte *version = glGetString(GL_VERSION);
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uint8_t digest[16];
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MD5Context md5;
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md5.Update(vendor, (unsigned int)strlen((const char*)vendor));
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md5.Update(renderer, (unsigned int)strlen((const char*)renderer));
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md5.Update(version, (unsigned int)strlen((const char*)version));
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md5.Update((const uint8_t *)vertex.GetChars(), (unsigned int)vertex.Len());
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md5.Update((const uint8_t *)fragment.GetChars(), (unsigned int)fragment.Len());
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md5.Final(digest);
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char hexdigest[33];
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for (int i = 0; i < 16; i++)
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{
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int v = digest[i] >> 4;
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hexdigest[i * 2] = v < 10 ? ('0' + v) : ('a' + v - 10);
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v = digest[i] & 15;
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hexdigest[i * 2 + 1] = v < 10 ? ('0' + v) : ('a' + v - 10);
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}
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hexdigest[32] = 0;
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return hexdigest;
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}
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static FString CreateProgramCacheName(bool create)
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{
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FString path = M_GetCachePath(create);
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if (create) CreatePath(path);
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path << "/shadercache.zdsc";
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return path;
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}
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static void LoadShaders()
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{
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static bool loaded = false;
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if (loaded)
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return;
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loaded = true;
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try
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{
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FString path = CreateProgramCacheName(false);
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FileReader fr;
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if (!fr.OpenFile(path))
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I_Error("Could not open shader file");
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char magic[4];
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fr.Read(magic, 4);
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if (memcmp(magic, ShaderMagic, 4) != 0)
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I_Error("Not a shader cache file");
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uint32_t count = fr.ReadUInt32();
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if (count > 512)
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I_Error("Too many shaders cached");
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for (uint32_t i = 0; i < count; i++)
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{
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char hexdigest[33];
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if (fr.Read(hexdigest, 32) != 32)
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I_Error("Read error");
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hexdigest[32] = 0;
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std::unique_ptr<ProgramBinary> binary(new ProgramBinary());
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binary->format = fr.ReadUInt32();
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uint32_t size = fr.ReadUInt32();
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if (size > 1024 * 1024)
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I_Error("Shader too big, probably file corruption");
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binary->data.Resize(size);
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if (fr.Read(binary->data.Data(), binary->data.Size()) != binary->data.Size())
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I_Error("Read error");
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ShaderCache[hexdigest] = std::move(binary);
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}
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}
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catch (...)
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{
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ShaderCache.clear();
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}
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}
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static void SaveShaders()
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{
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FString path = CreateProgramCacheName(true);
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std::unique_ptr<FileWriter> fw(FileWriter::Open(path));
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if (fw)
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{
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uint32_t count = (uint32_t)ShaderCache.size();
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fw->Write(ShaderMagic, 4);
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fw->Write(&count, sizeof(uint32_t));
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for (const auto &it : ShaderCache)
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{
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uint32_t size = it.second->data.Size();
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fw->Write(it.first.GetChars(), 32);
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fw->Write(&it.second->format, sizeof(uint32_t));
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fw->Write(&size, sizeof(uint32_t));
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fw->Write(it.second->data.Data(), it.second->data.Size());
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}
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}
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}
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TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat)
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{
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LoadShaders();
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auto it = ShaderCache.find(CalcProgramBinaryChecksum(vertex, fragment));
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if (it != ShaderCache.end())
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{
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binaryFormat = it->second->format;
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return it->second->data;
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}
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else
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{
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binaryFormat = 0;
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return {};
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}
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}
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void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat)
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{
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auto &entry = ShaderCache[CalcProgramBinaryChecksum(vertex, fragment)];
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entry.reset(new ProgramBinary());
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entry->format = binaryFormat;
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entry->data = binary;
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SaveShaders();
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}
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bool FShader::Load(const char * name, const char * vert_prog_lump, const char * frag_prog_lump, const char * proc_prog_lump, const char * light_fragprog, const char * defines)
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{
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static char buffer[10000];
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FString error;
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FString i_data = R"(
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// these settings are actually pointless but there seem to be some old ATI drivers that fail to compile the shader without setting the precision here.
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precision highp int;
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precision highp float;
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// This must match the HWViewpointUniforms struct
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layout(std140) uniform ViewpointUBO {
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mat4 ProjectionMatrix;
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mat4 ViewMatrix;
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mat4 NormalViewMatrix;
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vec4 uCameraPos;
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vec4 uClipLine;
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float uGlobVis; // uGlobVis = R_GetGlobVis(r_visibility) / 32.0
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int uPalLightLevels;
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int uViewHeight; // Software fuzz scaling
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float uClipHeight;
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float uClipHeightDirection;
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int uShadowmapFilter;
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};
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uniform int uTextureMode;
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uniform vec2 uClipSplit;
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uniform float uAlphaThreshold;
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// colors
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uniform vec4 uObjectColor;
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uniform vec4 uObjectColor2;
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uniform vec4 uDynLightColor;
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uniform vec4 uAddColor;
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uniform vec4 uTextureBlendColor;
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uniform vec4 uTextureModulateColor;
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uniform vec4 uTextureAddColor;
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uniform vec4 uFogColor;
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uniform float uDesaturationFactor;
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uniform float uInterpolationFactor;
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// Glowing walls stuff
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uniform vec4 uGlowTopPlane;
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uniform vec4 uGlowTopColor;
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uniform vec4 uGlowBottomPlane;
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uniform vec4 uGlowBottomColor;
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uniform vec4 uGradientTopPlane;
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uniform vec4 uGradientBottomPlane;
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uniform vec4 uSplitTopPlane;
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uniform vec4 uSplitBottomPlane;
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uniform vec4 uDetailParms;
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// Lighting + Fog
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uniform vec4 uLightAttr;
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#define uLightLevel uLightAttr.a
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#define uFogDensity uLightAttr.b
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#define uLightFactor uLightAttr.g
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#define uLightDist uLightAttr.r
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uniform int uFogEnabled;
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// dynamic lights
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uniform int uLightIndex;
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// Blinn glossiness and specular level
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uniform vec2 uSpecularMaterial;
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// matrices
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uniform mat4 ModelMatrix;
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uniform mat4 NormalModelMatrix;
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uniform mat4 TextureMatrix;
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// light buffers
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#ifdef SHADER_STORAGE_LIGHTS
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layout(std430, binding = 1) buffer LightBufferSSO
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{
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vec4 lights[];
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};
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#elif defined NUM_UBO_LIGHTS
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uniform LightBufferUBO
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{
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vec4 lights[NUM_UBO_LIGHTS];
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};
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#endif
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// textures
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uniform sampler2D tex;
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uniform sampler2D ShadowMap;
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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uniform sampler2D texture4;
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uniform sampler2D texture5;
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uniform sampler2D texture6;
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uniform sampler2D texture7;
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uniform sampler2D texture8;
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uniform sampler2D texture9;
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uniform sampler2D texture10;
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uniform sampler2D texture11;
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// timer data
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uniform float timer;
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// material types
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#if defined(SPECULAR)
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#define normaltexture texture2
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#define speculartexture texture3
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#define brighttexture texture4
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#define detailtexture texture5
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#define glowtexture texture6
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#elif defined(PBR)
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#define normaltexture texture2
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#define metallictexture texture3
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#define roughnesstexture texture4
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#define aotexture texture5
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#define brighttexture texture6
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#define detailtexture texture7
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#define glowtexture texture8
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#else
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#define brighttexture texture2
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#define detailtexture texture3
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#define glowtexture texture4
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#endif
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)";
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#ifdef __APPLE__
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// The noise functions are completely broken in macOS OpenGL drivers
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// Garbage values are returned, and their infrequent usage causes extreme slowdown
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// Also, these functions must return zeroes since GLSL 4.4
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i_data += "#define noise1(unused) 0.0\n";
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i_data += "#define noise2(unused) vec2(0)\n";
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i_data += "#define noise3(unused) vec3(0)\n";
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i_data += "#define noise4(unused) vec4(0)\n";
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#endif // __APPLE__
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#ifdef NPOT_EMULATION
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i_data += "#define NPOT_EMULATION\nuniform vec2 uNpotEmulation;\n";
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#endif
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int vp_lump = fileSystem.CheckNumForFullName(vert_prog_lump, 0);
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if (vp_lump == -1) I_Error("Unable to load '%s'", vert_prog_lump);
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FileData vp_data = fileSystem.ReadFile(vp_lump);
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int fp_lump = fileSystem.CheckNumForFullName(frag_prog_lump, 0);
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if (fp_lump == -1) I_Error("Unable to load '%s'", frag_prog_lump);
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FileData fp_data = fileSystem.ReadFile(fp_lump);
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//
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// The following code uses GetChars on the strings to get rid of terminating 0 characters. Do not remove or the code may break!
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//
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FString vp_comb;
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assert(screen->mLights != NULL);
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bool lightbuffertype = screen->mLights->GetBufferType();
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unsigned int lightbuffersize = screen->mLights->GetBlockSize();
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if (!lightbuffertype)
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{
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vp_comb.Format("#version 330 core\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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}
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else
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{
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// This differentiation is for Intel which do not seem to expose the full extension, even if marked as required.
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if (gl.glslversion < 4.3f)
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vp_comb = "#version 400 core\n#extension GL_ARB_shader_storage_buffer_object : require\n#define SHADER_STORAGE_LIGHTS\n";
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else
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vp_comb = "#version 430 core\n#define SHADER_STORAGE_LIGHTS\n";
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}
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if (gl.flags & RFL_SHADER_STORAGE_BUFFER)
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{
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vp_comb << "#define SUPPORTS_SHADOWMAPS\n";
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}
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FString fp_comb = vp_comb;
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vp_comb << defines << i_data.GetChars();
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fp_comb << "$placeholder$\n" << defines << i_data.GetChars();
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vp_comb << "#line 1\n";
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fp_comb << "#line 1\n";
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vp_comb << RemoveLayoutLocationDecl(vp_data.GetString(), "out").GetChars() << "\n";
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fp_comb << RemoveLayoutLocationDecl(fp_data.GetString(), "in").GetChars() << "\n";
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FString placeholder = "\n";
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if (proc_prog_lump != NULL)
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{
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fp_comb << "#line 1\n";
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if (*proc_prog_lump != '#')
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{
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int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
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if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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if (pp_data.GetString().IndexOf("ProcessMaterial") < 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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if (pp_data.GetString().IndexOf("GetTexCoord") >= 0)
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat2.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat2.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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}
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else
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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if (pp_data.GetString().IndexOf("ProcessTexel") < 0)
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{
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// this looks like an even older custom hardware shader.
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// We need to replace the ProcessTexel call to make it work.
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fp_comb.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
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}
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}
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if (pp_data.GetString().IndexOf("ProcessLight") >= 0)
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{
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// The ProcessLight signatured changed. Forward to the old one.
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fp_comb << "\nvec4 ProcessLight(vec4 color);\n";
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fp_comb << "\nvec4 ProcessLight(Material material, vec4 color) { return ProcessLight(color); }\n";
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}
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}
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fp_comb << RemoveLegacyUserUniforms(pp_data.GetString()).GetChars();
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fp_comb.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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{
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int pl_lump = fileSystem.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
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FileData pl_data = fileSystem.ReadFile(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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}
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// ProcessMaterial must be considered broken because it requires the user to fill in data they possibly cannot know all about.
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if (pp_data.GetString().IndexOf("ProcessMaterial") >= 0 && pp_data.GetString().IndexOf("SetupMaterial") < 0)
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{
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// This reactivates the old logic and disables all features that cannot be supported with that method.
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placeholder << "#define LEGACY_USER_SHADER\n";
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}
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}
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else
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{
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// Proc_prog_lump is not a lump name but the source itself (from generated shaders)
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fp_comb << proc_prog_lump + 1;
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}
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}
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fp_comb.Substitute("$placeholder$", placeholder);
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if (light_fragprog)
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{
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int pp_lump = fileSystem.CheckNumForFullName(light_fragprog, 0);
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if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
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FileData pp_data = fileSystem.ReadFile(pp_lump);
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fp_comb << pp_data.GetString().GetChars() << "\n";
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}
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if (gl.flags & RFL_NO_CLIP_PLANES)
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{
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// On ATI's GL3 drivers we have to disable gl_ClipDistance because it's hopelessly broken.
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// This will cause some glitches and regressions but is the only way to avoid total display garbage.
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vp_comb.Substitute("gl_ClipDistance", "//");
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}
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hShader = glCreateProgram();
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FGLDebug::LabelObject(GL_PROGRAM, hShader, name);
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uint32_t binaryFormat = 0;
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TArray<uint8_t> binary;
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if (IsShaderCacheActive())
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binary = LoadCachedProgramBinary(vp_comb, fp_comb, binaryFormat);
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bool linked = false;
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if (binary.Size() > 0 && glProgramBinary)
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{
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glProgramBinary(hShader, binaryFormat, binary.Data(), binary.Size());
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GLint status = 0;
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glGetProgramiv(hShader, GL_LINK_STATUS, &status);
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linked = (status == GL_TRUE);
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}
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if (!linked)
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{
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hVertProg = glCreateShader(GL_VERTEX_SHADER);
|
|
hFragProg = glCreateShader(GL_FRAGMENT_SHADER);
|
|
|
|
FGLDebug::LabelObject(GL_SHADER, hVertProg, vert_prog_lump);
|
|
FGLDebug::LabelObject(GL_SHADER, hFragProg, frag_prog_lump);
|
|
|
|
int vp_size = (int)vp_comb.Len();
|
|
int fp_size = (int)fp_comb.Len();
|
|
|
|
const char *vp_ptr = vp_comb.GetChars();
|
|
const char *fp_ptr = fp_comb.GetChars();
|
|
|
|
glShaderSource(hVertProg, 1, &vp_ptr, &vp_size);
|
|
glShaderSource(hFragProg, 1, &fp_ptr, &fp_size);
|
|
|
|
glCompileShader(hVertProg);
|
|
glCompileShader(hFragProg);
|
|
|
|
glAttachShader(hShader, hVertProg);
|
|
glAttachShader(hShader, hFragProg);
|
|
|
|
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";
|
|
}
|
|
GLint status = 0;
|
|
glGetProgramiv(hShader, GL_LINK_STATUS, &status);
|
|
linked = (status == GL_TRUE);
|
|
if (!linked)
|
|
{
|
|
// only print message if there's an error.
|
|
I_Error("Init Shader '%s':\n%s\n", name, error.GetChars());
|
|
}
|
|
else if (glProgramBinary && IsShaderCacheActive())
|
|
{
|
|
int binaryLength = 0;
|
|
glGetProgramiv(hShader, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
|
|
binary.Resize(binaryLength);
|
|
glGetProgramBinary(hShader, binary.Size(), &binaryLength, &binaryFormat, binary.Data());
|
|
binary.Resize(binaryLength);
|
|
SaveCachedProgramBinary(vp_comb, fp_comb, binary, binaryFormat);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hVertProg = 0;
|
|
hFragProg = 0;
|
|
}
|
|
|
|
muDesaturation.Init(hShader, "uDesaturationFactor");
|
|
muFogEnabled.Init(hShader, "uFogEnabled");
|
|
muTextureMode.Init(hShader, "uTextureMode");
|
|
muLightParms.Init(hShader, "uLightAttr");
|
|
muClipSplit.Init(hShader, "uClipSplit");
|
|
muLightIndex.Init(hShader, "uLightIndex");
|
|
muFogColor.Init(hShader, "uFogColor");
|
|
muDynLightColor.Init(hShader, "uDynLightColor");
|
|
muObjectColor.Init(hShader, "uObjectColor");
|
|
muObjectColor2.Init(hShader, "uObjectColor2");
|
|
muGlowBottomColor.Init(hShader, "uGlowBottomColor");
|
|
muGlowTopColor.Init(hShader, "uGlowTopColor");
|
|
muGlowBottomPlane.Init(hShader, "uGlowBottomPlane");
|
|
muGlowTopPlane.Init(hShader, "uGlowTopPlane");
|
|
muGradientBottomPlane.Init(hShader, "uGradientBottomPlane");
|
|
muGradientTopPlane.Init(hShader, "uGradientTopPlane");
|
|
muSplitBottomPlane.Init(hShader, "uSplitBottomPlane");
|
|
muSplitTopPlane.Init(hShader, "uSplitTopPlane");
|
|
muDetailParms.Init(hShader, "uDetailParms");
|
|
#ifdef NPOT_EMULATION
|
|
muNpotEmulation.Init(hShader, "uNpotEmulation");
|
|
#endif
|
|
muInterpolationFactor.Init(hShader, "uInterpolationFactor");
|
|
muAlphaThreshold.Init(hShader, "uAlphaThreshold");
|
|
muSpecularMaterial.Init(hShader, "uSpecularMaterial");
|
|
muAddColor.Init(hShader, "uAddColor");
|
|
muTextureAddColor.Init(hShader, "uTextureAddColor");
|
|
muTextureModulateColor.Init(hShader, "uTextureModulateColor");
|
|
muTextureBlendColor.Init(hShader, "uTextureBlendColor");
|
|
muTimer.Init(hShader, "timer");
|
|
|
|
lights_index = glGetUniformLocation(hShader, "lights");
|
|
modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
|
|
texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
|
|
normalmodelmatrix_index = glGetUniformLocation(hShader, "NormalModelMatrix");
|
|
|
|
if (!lightbuffertype)
|
|
{
|
|
int tempindex = glGetUniformBlockIndex(hShader, "LightBufferUBO");
|
|
if (tempindex != -1) glUniformBlockBinding(hShader, tempindex, LIGHTBUF_BINDINGPOINT);
|
|
}
|
|
int tempindex = glGetUniformBlockIndex(hShader, "ViewpointUBO");
|
|
if (tempindex != -1) glUniformBlockBinding(hShader, tempindex, VIEWPOINT_BINDINGPOINT);
|
|
|
|
glUseProgram(hShader);
|
|
|
|
// set up other texture units (if needed by the shader)
|
|
for (int i = 2; i<16; i++)
|
|
{
|
|
char stringbuf[20];
|
|
mysnprintf(stringbuf, 20, "texture%d", i);
|
|
int tempindex = glGetUniformLocation(hShader, stringbuf);
|
|
if (tempindex > 0) glUniform1i(tempindex, i - 1);
|
|
}
|
|
|
|
int shadowmapindex = glGetUniformLocation(hShader, "ShadowMap");
|
|
if (shadowmapindex > 0) glUniform1i(shadowmapindex, 16);
|
|
|
|
glUseProgram(0);
|
|
return linked;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FShader::~FShader()
|
|
{
|
|
glDeleteProgram(hShader);
|
|
if (hVertProg != 0)
|
|
glDeleteShader(hVertProg);
|
|
if (hFragProg != 0)
|
|
glDeleteShader(hFragProg);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FShader::Bind()
|
|
{
|
|
GLRenderer->mShaderManager->SetActiveShader(this);
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Since all shaders are REQUIRED, any error here needs to be fatal
|
|
//
|
|
//==========================================================================
|
|
|
|
FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, const char *LightModePath, const char *shaderdefines, bool usediscard, EPassType passType)
|
|
{
|
|
FString defines;
|
|
defines += shaderdefines;
|
|
// this can't be in the shader code due to ATI strangeness.
|
|
if (!usediscard) defines += "#define NO_ALPHATEST\n";
|
|
if (passType == GBUFFER_PASS) defines += "#define GBUFFER_PASS\n";
|
|
|
|
FShader *shader = NULL;
|
|
try
|
|
{
|
|
shader = new FShader(ShaderName);
|
|
if (!shader->Load(ShaderName, "shaders/glsl/main.vp", "shaders/glsl/main.fp", ShaderPath, LightModePath, defines.GetChars()))
|
|
{
|
|
I_FatalError("Unable to load shader %s\n", ShaderName);
|
|
}
|
|
}
|
|
catch(CRecoverableError &err)
|
|
{
|
|
if (shader != NULL) delete shader;
|
|
shader = NULL;
|
|
I_FatalError("Unable to load shader %s:\n%s\n", ShaderName, err.GetMessage());
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FShaderManager::FShaderManager()
|
|
{
|
|
for (int passType = 0; passType < MAX_PASS_TYPES; passType++)
|
|
mPassShaders.Push(new FShaderCollection((EPassType)passType));
|
|
}
|
|
|
|
FShaderManager::~FShaderManager()
|
|
{
|
|
glUseProgram(0);
|
|
mActiveShader = NULL;
|
|
|
|
for (auto collection : mPassShaders)
|
|
delete collection;
|
|
}
|
|
|
|
void FShaderManager::SetActiveShader(FShader *sh)
|
|
{
|
|
if (mActiveShader != sh)
|
|
{
|
|
glUseProgram(sh!= NULL? sh->GetHandle() : 0);
|
|
mActiveShader = sh;
|
|
}
|
|
}
|
|
|
|
FShader *FShaderManager::BindEffect(int effect, EPassType passType)
|
|
{
|
|
if (passType < mPassShaders.Size())
|
|
return mPassShaders[passType]->BindEffect(effect);
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
|
|
{
|
|
if (passType < mPassShaders.Size())
|
|
return mPassShaders[passType]->Get(eff, alphateston);
|
|
else
|
|
return nullptr;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FShaderCollection::FShaderCollection(EPassType passType)
|
|
{
|
|
CompileShaders(passType);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FShaderCollection::~FShaderCollection()
|
|
{
|
|
Clean();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FShaderCollection::CompileShaders(EPassType passType)
|
|
{
|
|
mMaterialShaders.Clear();
|
|
mMaterialShadersNAT.Clear();
|
|
for (int i = 0; i < MAX_EFFECTS; i++)
|
|
{
|
|
mEffectShaders[i] = NULL;
|
|
}
|
|
|
|
for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
|
|
{
|
|
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, passType);
|
|
mMaterialShaders.Push(shc);
|
|
if (i < SHADER_NoTexture)
|
|
{
|
|
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, passType);
|
|
mMaterialShadersNAT.Push(shc);
|
|
}
|
|
}
|
|
|
|
for(unsigned i = 0; i < usershaders.Size(); i++)
|
|
{
|
|
FString name = ExtractFileBase(usershaders[i].shader);
|
|
FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
|
|
FShader *shc = Compile(name, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, passType);
|
|
mMaterialShaders.Push(shc);
|
|
}
|
|
|
|
for(int i=0;i<MAX_EFFECTS;i++)
|
|
{
|
|
FShader *eff = new FShader(effectshaders[i].ShaderName);
|
|
if (!eff->Load(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].fp1,
|
|
effectshaders[i].fp2, effectshaders[i].fp3, effectshaders[i].defines))
|
|
{
|
|
delete eff;
|
|
}
|
|
else mEffectShaders[i] = eff;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void FShaderCollection::Clean()
|
|
{
|
|
for (unsigned int i = 0; i < mMaterialShadersNAT.Size(); i++)
|
|
{
|
|
if (mMaterialShadersNAT[i] != NULL) delete mMaterialShadersNAT[i];
|
|
}
|
|
for (unsigned int i = 0; i < mMaterialShaders.Size(); i++)
|
|
{
|
|
if (mMaterialShaders[i] != NULL) delete mMaterialShaders[i];
|
|
}
|
|
for (int i = 0; i < MAX_EFFECTS; i++)
|
|
{
|
|
if (mEffectShaders[i] != NULL) delete mEffectShaders[i];
|
|
mEffectShaders[i] = NULL;
|
|
}
|
|
mMaterialShaders.Clear();
|
|
mMaterialShadersNAT.Clear();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int FShaderCollection::Find(const char * shn)
|
|
{
|
|
FName sfn = shn;
|
|
|
|
for(unsigned int i=0;i<mMaterialShaders.Size();i++)
|
|
{
|
|
if (mMaterialShaders[i]->mName == sfn)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
FShader *FShaderCollection::BindEffect(int effect)
|
|
{
|
|
if (effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[effect] != NULL)
|
|
{
|
|
mEffectShaders[effect]->Bind();
|
|
return mEffectShaders[effect];
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void gl_DestroyUserShaders()
|
|
{
|
|
// todo
|
|
}
|
|
|
|
}
|