mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-29 23:42:08 +00:00
aa54d3af10
LZMA update plus several ZScript improvements.
499 lines
16 KiB
C++
499 lines
16 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "vk_shader.h"
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#include "vk_ppshader.h"
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#include "zvulkan/vulkanbuilders.h"
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#include "vulkan/system/vk_renderdevice.h"
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#include "hw_shaderpatcher.h"
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#include "filesystem.h"
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#include "engineerrors.h"
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#include "version.h"
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#include "cmdlib.h"
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bool VkShaderManager::CompileNextShader()
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{
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const char *mainvp = "shaders/glsl/main.vp";
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const char *mainfp = "shaders/glsl/main.fp";
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int i = compileIndex;
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if (compileState == 0)
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{
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// regular material shaders
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VkShaderProgram prog;
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prog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
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prog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, true, compilePass == GBUFFER_PASS);
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mMaterialShaders[compilePass].push_back(std::move(prog));
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compileIndex++;
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if (defaultshaders[compileIndex].ShaderName == nullptr)
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{
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compileIndex = 0;
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compileState++;
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}
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}
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else if (compileState == 1)
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{
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// NAT material shaders
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VkShaderProgram natprog;
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natprog.vert = LoadVertShader(defaultshaders[i].ShaderName, mainvp, defaultshaders[i].Defines);
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natprog.frag = LoadFragShader(defaultshaders[i].ShaderName, mainfp, defaultshaders[i].gettexelfunc, defaultshaders[i].lightfunc, defaultshaders[i].Defines, false, compilePass == GBUFFER_PASS);
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mMaterialShadersNAT[compilePass].push_back(std::move(natprog));
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compileIndex++;
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if (compileIndex == SHADER_NoTexture)
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{
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compileIndex = 0;
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compileState++;
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if (usershaders.Size() == 0) compileState++;
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}
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}
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else if (compileState == 2)
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{
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// user shaders
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const FString& name = ExtractFileBase(usershaders[i].shader.GetChars());
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FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
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VkShaderProgram prog;
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prog.vert = LoadVertShader(name, mainvp, defines.GetChars());
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prog.frag = LoadFragShader(name, mainfp, usershaders[i].shader.GetChars(), defaultshaders[usershaders[i].shaderType].lightfunc, defines.GetChars(), true, compilePass == GBUFFER_PASS);
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mMaterialShaders[compilePass].push_back(std::move(prog));
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compileIndex++;
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if (compileIndex >= (int)usershaders.Size())
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{
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compileIndex = 0;
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compileState++;
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}
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}
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else if (compileState == 3)
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{
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// Effect shaders
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VkShaderProgram prog;
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prog.vert = LoadVertShader(effectshaders[i].ShaderName, effectshaders[i].vp, effectshaders[i].defines);
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prog.frag = LoadFragShader(effectshaders[i].ShaderName, effectshaders[i].fp1, effectshaders[i].fp2, effectshaders[i].fp3, effectshaders[i].defines, true, compilePass == GBUFFER_PASS);
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mEffectShaders[compilePass].push_back(std::move(prog));
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compileIndex++;
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if (compileIndex >= MAX_EFFECTS)
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{
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compileIndex = 0;
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compilePass++;
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if (compilePass == MAX_PASS_TYPES)
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{
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compileIndex = -1; // we're done.
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return true;
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}
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compileState = 0;
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}
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}
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return false;
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}
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VkShaderManager::VkShaderManager(VulkanRenderDevice* fb) : fb(fb)
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{
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CompileNextShader();
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}
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VkShaderManager::~VkShaderManager()
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{
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}
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void VkShaderManager::Deinit()
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{
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while (!PPShaders.empty())
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RemoveVkPPShader(PPShaders.back());
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}
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VkShaderProgram *VkShaderManager::GetEffect(int effect, EPassType passType)
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{
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if (compileIndex == -1 && effect >= 0 && effect < MAX_EFFECTS && mEffectShaders[passType][effect].frag)
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{
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return &mEffectShaders[passType][effect];
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}
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return nullptr;
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}
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VkShaderProgram *VkShaderManager::Get(unsigned int eff, bool alphateston, EPassType passType)
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{
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if (compileIndex != -1)
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return &mMaterialShaders[0][0];
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// indices 0-2 match the warping modes, 3 no texture, the following are custom
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if (!alphateston && eff < SHADER_NoTexture)
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{
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return &mMaterialShadersNAT[passType][eff]; // Non-alphatest shaders are only created for default, warp1+2. The rest won't get used anyway
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}
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else if (eff < (unsigned int)mMaterialShaders[passType].size())
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{
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return &mMaterialShaders[passType][eff];
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}
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return nullptr;
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}
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static const char *shaderBindings = R"(
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layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
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layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
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#ifdef SUPPORTS_RAYTRACING
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layout(set = 0, binding = 2) uniform accelerationStructureEXT TopLevelAS;
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#endif
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// This must match the HWViewpointUniforms struct
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layout(set = 1, binding = 0, 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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int uLightBlendMode;
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};
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layout(set = 1, binding = 1, std140) uniform MatricesUBO {
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mat4 ModelMatrix;
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mat4 NormalModelMatrix;
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mat4 TextureMatrix;
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};
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struct StreamData
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{
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vec4 uObjectColor;
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vec4 uObjectColor2;
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vec4 uDynLightColor;
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vec4 uAddColor;
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vec4 uTextureAddColor;
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vec4 uTextureModulateColor;
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vec4 uTextureBlendColor;
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vec4 uFogColor;
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float uDesaturationFactor;
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float uInterpolationFactor;
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float timer; // timer data for material shaders
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int useVertexData;
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vec4 uVertexColor;
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vec4 uVertexNormal;
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vec4 uGlowTopPlane;
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vec4 uGlowTopColor;
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vec4 uGlowBottomPlane;
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vec4 uGlowBottomColor;
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vec4 uGradientTopPlane;
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vec4 uGradientBottomPlane;
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vec4 uSplitTopPlane;
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vec4 uSplitBottomPlane;
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vec4 uDetailParms;
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vec4 uNpotEmulation;
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vec4 padding1, padding2, padding3;
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};
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layout(set = 1, binding = 2, std140) uniform StreamUBO {
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StreamData data[MAX_STREAM_DATA];
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};
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// light buffers
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layout(set = 1, binding = 3, std430) buffer LightBufferSSO
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{
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vec4 lights[];
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};
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// bone matrix buffers
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layout(set = 1, binding = 4, std430) buffer BoneBufferSSO
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{
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mat4 bones[];
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};
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// textures
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layout(set = 2, binding = 0) uniform sampler2D tex;
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layout(set = 2, binding = 1) uniform sampler2D texture2;
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layout(set = 2, binding = 2) uniform sampler2D texture3;
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layout(set = 2, binding = 3) uniform sampler2D texture4;
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layout(set = 2, binding = 4) uniform sampler2D texture5;
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layout(set = 2, binding = 5) uniform sampler2D texture6;
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layout(set = 2, binding = 6) uniform sampler2D texture7;
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layout(set = 2, binding = 7) uniform sampler2D texture8;
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layout(set = 2, binding = 8) uniform sampler2D texture9;
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layout(set = 2, binding = 9) uniform sampler2D texture10;
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layout(set = 2, binding = 10) uniform sampler2D texture11;
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layout(set = 2, binding = 11) uniform sampler2D texture12;
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// This must match the PushConstants struct
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layout(push_constant) uniform PushConstants
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{
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int uTextureMode;
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float uAlphaThreshold;
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vec2 uClipSplit;
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// Lighting + Fog
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float uLightLevel;
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float uFogDensity;
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float uLightFactor;
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float uLightDist;
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int uFogEnabled;
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// dynamic lights
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int uLightIndex;
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// Blinn glossiness and specular level
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vec2 uSpecularMaterial;
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// bone animation
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int uBoneIndexBase;
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int uDataIndex;
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int padding2, padding3;
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};
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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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#define uObjectColor data[uDataIndex].uObjectColor
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#define uObjectColor2 data[uDataIndex].uObjectColor2
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#define uDynLightColor data[uDataIndex].uDynLightColor
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#define uAddColor data[uDataIndex].uAddColor
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#define uTextureBlendColor data[uDataIndex].uTextureBlendColor
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#define uTextureModulateColor data[uDataIndex].uTextureModulateColor
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#define uTextureAddColor data[uDataIndex].uTextureAddColor
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#define uFogColor data[uDataIndex].uFogColor
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#define uDesaturationFactor data[uDataIndex].uDesaturationFactor
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#define uInterpolationFactor data[uDataIndex].uInterpolationFactor
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#define timer data[uDataIndex].timer
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#define useVertexData data[uDataIndex].useVertexData
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#define uVertexColor data[uDataIndex].uVertexColor
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#define uVertexNormal data[uDataIndex].uVertexNormal
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#define uGlowTopPlane data[uDataIndex].uGlowTopPlane
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#define uGlowTopColor data[uDataIndex].uGlowTopColor
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#define uGlowBottomPlane data[uDataIndex].uGlowBottomPlane
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#define uGlowBottomColor data[uDataIndex].uGlowBottomColor
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#define uGradientTopPlane data[uDataIndex].uGradientTopPlane
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#define uGradientBottomPlane data[uDataIndex].uGradientBottomPlane
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#define uSplitTopPlane data[uDataIndex].uSplitTopPlane
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#define uSplitBottomPlane data[uDataIndex].uSplitBottomPlane
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#define uDetailParms data[uDataIndex].uDetailParms
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#define uNpotEmulation data[uDataIndex].uNpotEmulation
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#define SUPPORTS_SHADOWMAPS
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#define VULKAN_COORDINATE_SYSTEM
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#define HAS_UNIFORM_VERTEX_DATA
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// GLSL spec 4.60, 8.15. Noise Functions
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// https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf
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// "The noise functions noise1, noise2, noise3, and noise4 have been deprecated starting with version 4.4 of GLSL.
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// When not generating SPIR-V they are defined to return the value 0.0 or a vector whose components are all 0.0.
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// When generating SPIR-V the noise functions are not declared and may not be used."
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// However, we need to support mods with custom shaders created for OpenGL renderer
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float noise1(float) { return 0; }
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vec2 noise2(vec2) { return vec2(0); }
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vec3 noise3(vec3) { return vec3(0); }
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vec4 noise4(vec4) { return vec4(0); }
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)";
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std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername, const char *vert_lump, const char *defines)
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{
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FString code = GetTargetGlslVersion();
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code << defines;
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code << "\n#define MAX_STREAM_DATA " << std::to_string(MAX_STREAM_DATA).c_str() << "\n";
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#ifdef NPOT_EMULATION
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code << "#define NPOT_EMULATION\n";
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#endif
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code << shaderBindings;
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if (!fb->device->EnabledFeatures.Features.shaderClipDistance) code << "#define NO_CLIPDISTANCE_SUPPORT\n";
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code << "#line 1\n";
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code << LoadPrivateShaderLump(vert_lump).GetChars() << "\n";
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return ShaderBuilder()
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.Type(ShaderType::Vertex)
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.AddSource(shadername.GetChars(), code.GetChars())
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.DebugName(shadername.GetChars())
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.Create(shadername.GetChars(), fb->device.get());
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}
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std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char *light_lump, const char *defines, bool alphatest, bool gbufferpass)
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{
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FString code = GetTargetGlslVersion();
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if (fb->RaytracingEnabled())
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code << "\n#define SUPPORTS_RAYTRACING\n";
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code << defines;
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code << "\n$placeholder$"; // here the code can later add more needed #defines.
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code << "\n#define MAX_STREAM_DATA " << std::to_string(MAX_STREAM_DATA).c_str() << "\n";
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#ifdef NPOT_EMULATION
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code << "#define NPOT_EMULATION\n";
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#endif
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code << shaderBindings;
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FString placeholder = "\n";
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if (!fb->device->EnabledFeatures.Features.shaderClipDistance) code << "#define NO_CLIPDISTANCE_SUPPORT\n";
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if (!alphatest) code << "#define NO_ALPHATEST\n";
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if (gbufferpass) code << "#define GBUFFER_PASS\n";
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code << "\n#line 1\n";
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code << LoadPrivateShaderLump(frag_lump).GetChars() << "\n";
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if (material_lump)
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{
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if (material_lump[0] != '#')
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{
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FString pp_code = LoadPublicShaderLump(material_lump);
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if (pp_code.IndexOf("ProcessMaterial") < 0 && pp_code.IndexOf("SetupMaterial") < 0)
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{
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// this looks like an old custom hardware shader.
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// add ProcessMaterial function that calls the older ProcessTexel function
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if (pp_code.IndexOf("GetTexCoord") >= 0)
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{
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code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat2.fp").GetChars() << "\n";
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}
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else
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{
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code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultmat.fp").GetChars() << "\n";
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if (pp_code.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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code.Substitute("material.Base = ProcessTexel();", "material.Base = Process(vec4(1.0));");
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}
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}
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if (pp_code.IndexOf("ProcessLight") >= 0)
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{
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// The ProcessLight signatured changed. Forward to the old one.
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code << "\nvec4 ProcessLight(vec4 color);\n";
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code << "\nvec4 ProcessLight(Material material, vec4 color) { return ProcessLight(color); }\n";
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}
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}
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code << "\n#line 1\n";
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code << RemoveLegacyUserUniforms(pp_code).GetChars();
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code.Substitute("gl_TexCoord[0]", "vTexCoord"); // fix old custom shaders.
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if (pp_code.IndexOf("ProcessLight") < 0)
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{
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code << "\n" << LoadPrivateShaderLump("shaders/glsl/func_defaultlight.fp").GetChars() << "\n";
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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_code.IndexOf("ProcessMaterial") >= 0 && pp_code.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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// material_lump is not a lump name but the source itself (from generated shaders)
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code << (material_lump + 1) << "\n";
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}
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}
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code.Substitute("$placeholder$", placeholder);
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if (light_lump)
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{
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code << "\n#line 1\n";
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code << LoadPrivateShaderLump(light_lump).GetChars();
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}
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return ShaderBuilder()
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.Type(ShaderType::Fragment)
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.AddSource(shadername.GetChars(), code.GetChars())
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.DebugName(shadername.GetChars())
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.Create(shadername.GetChars(), fb->device.get());
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}
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FString VkShaderManager::GetTargetGlslVersion()
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{
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if (fb->device->Instance->ApiVersion == VK_API_VERSION_1_2)
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{
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return "#version 460\n#extension GL_EXT_ray_query : enable\n";
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}
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else
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{
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return "#version 450 core\n";
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}
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}
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FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
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{
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int lump = fileSystem.CheckNumForFullName(lumpname, 0);
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if (lump == -1) lump = fileSystem.CheckNumForFullName(lumpname);
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if (lump == -1) I_Error("Unable to load '%s'", lumpname);
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return GetStringFromLump(lump);
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}
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FString VkShaderManager::LoadPrivateShaderLump(const char *lumpname)
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{
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int lump = fileSystem.CheckNumForFullName(lumpname, 0);
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if (lump == -1) I_Error("Unable to load '%s'", lumpname);
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auto data = fileSystem.ReadFile(lump);
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return GetStringFromLump(lump);
|
|
}
|
|
|
|
VkPPShader* VkShaderManager::GetVkShader(PPShader* shader)
|
|
{
|
|
if (!shader->Backend)
|
|
shader->Backend = std::make_unique<VkPPShader>(fb, shader);
|
|
return static_cast<VkPPShader*>(shader->Backend.get());
|
|
}
|
|
|
|
void VkShaderManager::AddVkPPShader(VkPPShader* shader)
|
|
{
|
|
shader->it = PPShaders.insert(PPShaders.end(), shader);
|
|
}
|
|
|
|
void VkShaderManager::RemoveVkPPShader(VkPPShader* shader)
|
|
{
|
|
shader->Reset();
|
|
shader->fb = nullptr;
|
|
PPShaders.erase(shader->it);
|
|
}
|