mirror of
https://github.com/ZDoom/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
357 lines
7.6 KiB
C++
357 lines
7.6 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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#ifndef __GL_SHADERS_H__
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#define __GL_SHADERS_H__
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#include "gl_renderstate.h"
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#include "name.h"
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extern bool gl_shaderactive;
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struct HWViewpointUniforms;
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namespace OpenGLRenderer
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{
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class FShaderCollection;
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//==========================================================================
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//
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//
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//==========================================================================
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class FUniform1i
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{
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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}
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void Set(int newvalue)
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{
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glUniform1i(mIndex, newvalue);
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}
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};
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class FBufferedUniform1i
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{
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int mBuffer;
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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mBuffer = 0;
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}
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void Set(int newvalue)
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{
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if (newvalue != mBuffer)
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{
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mBuffer = newvalue;
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glUniform1i(mIndex, newvalue);
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}
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}
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};
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class FBufferedUniform4i
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{
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int mBuffer[4];
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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memset(mBuffer, 0, sizeof(mBuffer));
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}
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void Set(const int *newvalue)
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{
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if (memcmp(newvalue, mBuffer, sizeof(mBuffer)))
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{
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memcpy(mBuffer, newvalue, sizeof(mBuffer));
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glUniform4iv(mIndex, 1, newvalue);
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}
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}
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};
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class FBufferedUniform1f
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{
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float mBuffer;
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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mBuffer = 0;
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}
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void Set(float newvalue)
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{
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if (newvalue != mBuffer)
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{
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mBuffer = newvalue;
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glUniform1f(mIndex, newvalue);
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}
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}
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};
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class FBufferedUniform2f
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{
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float mBuffer[2];
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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memset(mBuffer, 0, sizeof(mBuffer));
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}
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void Set(const float *newvalue)
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{
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if (memcmp(newvalue, mBuffer, sizeof(mBuffer)))
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{
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memcpy(mBuffer, newvalue, sizeof(mBuffer));
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glUniform2fv(mIndex, 1, newvalue);
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}
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}
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void Set(float f1, float f2)
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{
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if (mBuffer[0] != f1 || mBuffer[1] != f2)
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{
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mBuffer[0] = f1;
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mBuffer[1] = f2;
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glUniform2fv(mIndex, 1, mBuffer);
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}
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}
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};
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class FBufferedUniform4f
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{
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float mBuffer[4];
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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memset(mBuffer, 0, sizeof(mBuffer));
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}
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void Set(const float *newvalue)
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{
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if (memcmp(newvalue, mBuffer, sizeof(mBuffer)))
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{
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memcpy(mBuffer, newvalue, sizeof(mBuffer));
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glUniform4fv(mIndex, 1, newvalue);
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}
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}
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};
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class FUniform4f
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{
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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}
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void Set(const float *newvalue)
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{
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glUniform4fv(mIndex, 1, newvalue);
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}
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void Set(float a, float b, float c, float d)
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{
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glUniform4f(mIndex, a, b, c, d);
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}
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void Set(PalEntry newvalue)
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{
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glUniform4f(mIndex, newvalue.r / 255.f, newvalue.g / 255.f, newvalue.b / 255.f, newvalue.a / 255.f);
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}
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};
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class FBufferedUniformPE
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{
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FVector4PalEntry mBuffer;
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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mBuffer = 0;
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}
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void Set(const FVector4PalEntry &newvalue)
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{
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if (newvalue != mBuffer)
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{
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mBuffer = newvalue;
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glUniform4f(mIndex, newvalue.r, newvalue.g, newvalue.b, newvalue.a);
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}
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}
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};
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class FShader
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{
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friend class FShaderCollection;
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friend class FGLRenderState;
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unsigned int hShader;
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unsigned int hVertProg;
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unsigned int hFragProg;
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FName mName;
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FBufferedUniform1f muDesaturation;
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FBufferedUniform1i muFogEnabled;
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FBufferedUniform1i muTextureMode;
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FBufferedUniform4f muLightParms;
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FBufferedUniform2f muClipSplit;
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FBufferedUniform1i muLightIndex;
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FBufferedUniformPE muFogColor;
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FBufferedUniform4f muDynLightColor;
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FBufferedUniformPE muObjectColor;
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FBufferedUniformPE muObjectColor2;
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FBufferedUniformPE muAddColor;
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FBufferedUniformPE muTextureBlendColor;
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FBufferedUniformPE muTextureModulateColor;
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FBufferedUniformPE muTextureAddColor;
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FUniform4f muGlowBottomColor;
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FUniform4f muGlowTopColor;
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FUniform4f muGlowBottomPlane;
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FUniform4f muGlowTopPlane;
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FUniform4f muGradientBottomPlane;
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FUniform4f muGradientTopPlane;
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FUniform4f muSplitBottomPlane;
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FUniform4f muSplitTopPlane;
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FUniform4f muDetailParms;
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FBufferedUniform1f muInterpolationFactor;
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FBufferedUniform1f muAlphaThreshold;
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FBufferedUniform2f muSpecularMaterial;
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FBufferedUniform1f muTimer;
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#ifdef NPOT_EMULATION
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FBufferedUniform2f muNpotEmulation;
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#endif
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int lights_index;
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int modelmatrix_index;
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int normalmodelmatrix_index;
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int texturematrix_index;
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int currentglowstate = 0;
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int currentgradientstate = 0;
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int currentsplitstate = 0;
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int currentcliplinestate = 0;
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int currentfixedcolormap = 0;
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bool currentTextureMatrixState = true;// by setting the matrix state to 'true' it is guaranteed to be set the first time the render state gets applied.
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bool currentModelMatrixState = true;
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public:
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FShader(const char *name)
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: mName(name)
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{
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hShader = hVertProg = hFragProg = 0;
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}
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~FShader();
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bool Load(const char * name, const char * vert_prog_lump, const char * fragprog, const char * fragprog2, const char * light_fragprog, const char *defines);
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bool Bind();
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unsigned int GetHandle() const { return hShader; }
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};
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//==========================================================================
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//
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// The global shader manager
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//
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//==========================================================================
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class FShaderManager
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{
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public:
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FShaderManager();
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~FShaderManager();
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FShader *BindEffect(int effect, EPassType passType);
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FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
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void SetActiveShader(FShader *sh);
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bool CompileNextShader();
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private:
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FShader *mActiveShader = nullptr;
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TArray<FShaderCollection*> mPassShaders;
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int mCompilePass = 0;
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friend class FShader;
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};
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class FShaderCollection
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{
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TArray<FShader*> mMaterialShaders;
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TArray<FShader*> mMaterialShadersNAT;
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FShader *mEffectShaders[MAX_EFFECTS];
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int mCompileState = 0, mCompileIndex = 0;
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EPassType mPassType;
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void Clean();
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public:
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FShaderCollection(EPassType passType);
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~FShaderCollection();
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FShader *Compile(const char *ShaderName, const char *ShaderPath, const char *LightModePath, const char *shaderdefines, bool usediscard, EPassType passType);
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int Find(const char *mame);
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bool CompileNextShader();
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FShader *BindEffect(int effect);
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FShader *Get(unsigned int eff, bool alphateston)
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{
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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 && mCompileState == -1)
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{
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return mMaterialShadersNAT[eff]; // Non-alphatest shaders are only created for default, warp1+2 and brightmap. The rest won't get used anyway
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}
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if (eff < mMaterialShaders.Size())
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{
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return mMaterialShaders[eff];
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}
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return NULL;
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}
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};
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}
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#endif
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