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https://github.com/ZDoom/Raze.git
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493 lines
11 KiB
C++
493 lines
11 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 <map>
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#include "gles_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 OpenGLESRenderer
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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 FBufferedUniformMat4fv
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{
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VSMatrix 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 VSMatrix* newvalue)
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{
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//if (memcmp(newvalue, &mBuffer, sizeof(mBuffer))) // Breaks 2D menu for some reason..
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{
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mBuffer = *newvalue;
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glUniformMatrix4fv(mIndex, 1, false, (float*)newvalue);
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}
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}
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};
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class ShaderFlavourData
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{
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public:
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int textureMode;
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int texFlags;
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int blendFlags;
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bool twoDFog;
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bool fogEnabled;
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bool fogEquationRadial;
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bool colouredFog;
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bool doDesaturate;
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bool dynLightsMod;
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bool dynLightsSub;
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bool dynLightsAdd;
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bool useULightLevel;
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bool useObjectColor2;
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bool useGlowTopColor;
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bool useGlowBottomColor;
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bool useColorMap;
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bool buildLighting;
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bool bandedSwLight;
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#ifdef NPOT_EMULATION
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bool npotEmulation;
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#endif
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bool hasSpotLight;
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bool paletteInterpolate;
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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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FName mName;
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FString mVertProg;
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FString mFragProg;
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FString mFragProg2;
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FString mLightProg;
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FString mDefinesBase;
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/////
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public: class ShaderVariantData
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{
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public:
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unsigned int hShader = 0;
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unsigned int hVertProg = 0;
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unsigned int hFragProg = 0;
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//int ProjectionMatrix_index = 0;
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//int ViewMatrix_index = 0;
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//int NormalViewMatrix_index = 0;
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FBufferedUniformMat4fv muProjectionMatrix;
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FBufferedUniformMat4fv muViewMatrix;
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FBufferedUniformMat4fv muNormalViewMatrix;
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FUniform4f muCameraPos;
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FUniform4f muClipLine;
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FBufferedUniform1f muGlobVis;
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FBufferedUniform1i muPalLightLevels;
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FBufferedUniform1i muViewHeight;
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FBufferedUniform1f muClipHeight;
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FBufferedUniform1f muClipHeightDirection;
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FBufferedUniform1i muShadowmapFilter;
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/////
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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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FBufferedUniform4i muLightRange;
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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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FUniform4f muFixedColormapStart;
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FUniform4f muFixedColormapRange;
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int lights_index = 0;
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int modelmatrix_index = 0;
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int normalmodelmatrix_index = 0;
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int texturematrix_index = 0;
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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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unsigned int GetHandle() const { return hShader; }
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};
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std::map<uint32_t, ShaderVariantData*> variants;
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ShaderVariantData* cur = 0;
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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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}
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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 Configure(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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void LoadVariant();
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uint32_t CreateShaderTag(ShaderFlavourData &flavour)
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{
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uint32_t tag = 0;
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tag |= (flavour.textureMode & 0x7);
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tag |= (flavour.texFlags & 7) << 3;
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tag |= (flavour.blendFlags & 7) << 6;
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tag |= (flavour.twoDFog & 1) << 7;
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tag |= (flavour.fogEnabled & 1) << 8;
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tag |= (flavour.fogEquationRadial & 1) << 9;
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tag |= (flavour.colouredFog & 1) << 10;
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tag |= (flavour.doDesaturate & 1) << 11;
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tag |= (flavour.dynLightsMod & 1) << 12;
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tag |= (flavour.dynLightsSub & 1) << 13;
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tag |= (flavour.dynLightsAdd & 1) << 14;
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tag |= (flavour.useULightLevel & 1) << 15;
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tag |= (flavour.useObjectColor2 & 1) << 16;
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tag |= (flavour.useGlowTopColor & 1) << 17;
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tag |= (flavour.useGlowBottomColor & 1) << 18;
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tag |= (flavour.useColorMap & 1) << 19;
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tag |= (flavour.buildLighting & 1) << 20;
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tag |= (flavour.bandedSwLight & 1) << 21;
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#ifdef NPOT_EMULATION
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tag |= (flavour.npotEmulation & 1) << 22;
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#endif
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tag |= (flavour.hasSpotLight & 1) << 23;
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tag |= (flavour.paletteInterpolate & 1) << 24;
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return tag;
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}
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bool Bind(ShaderFlavourData& flavour);
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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, ShaderFlavourData& flavour);
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FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
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void SetActiveShader(FShader::ShaderVariantData *sh);
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private:
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FShader::ShaderVariantData *mActiveShader = nullptr;
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TArray<FShaderCollection*> mPassShaders;
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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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void Clean();
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void CompileShaders(EPassType passType);
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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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FShader *BindEffect(int effect, ShaderFlavourData& flavour);
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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 <= 2)
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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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else // This can happen if we try and active a user shader which is not loaded, so return default shader so it does not crash
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{
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return mMaterialShaders[0];
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}
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}
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};
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}
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#endif
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