Shader stage tcMods for matrix and turb effects need to be applied in order for turb to be correct and all tcMod turb need to be applied instead of only the last one. Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale. OpenGL2 applied the matrix first and then turb which had the wrong result.
1574 lines
42 KiB
C
1574 lines
42 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 2006-2009 Robert Beckebans <trebor_7@users.sourceforge.net>
|
|
|
|
This file is part of XreaL source code.
|
|
|
|
XreaL source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
XreaL source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with XreaL source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
// tr_glsl.c
|
|
#include "tr_local.h"
|
|
|
|
#include "tr_dsa.h"
|
|
|
|
extern const char *fallbackShader_bokeh_vp;
|
|
extern const char *fallbackShader_bokeh_fp;
|
|
extern const char *fallbackShader_calclevels4x_vp;
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|
extern const char *fallbackShader_calclevels4x_fp;
|
|
extern const char *fallbackShader_depthblur_vp;
|
|
extern const char *fallbackShader_depthblur_fp;
|
|
extern const char *fallbackShader_dlight_vp;
|
|
extern const char *fallbackShader_dlight_fp;
|
|
extern const char *fallbackShader_down4x_vp;
|
|
extern const char *fallbackShader_down4x_fp;
|
|
extern const char *fallbackShader_fogpass_vp;
|
|
extern const char *fallbackShader_fogpass_fp;
|
|
extern const char *fallbackShader_generic_vp;
|
|
extern const char *fallbackShader_generic_fp;
|
|
extern const char *fallbackShader_lightall_vp;
|
|
extern const char *fallbackShader_lightall_fp;
|
|
extern const char *fallbackShader_pshadow_vp;
|
|
extern const char *fallbackShader_pshadow_fp;
|
|
extern const char *fallbackShader_shadowfill_vp;
|
|
extern const char *fallbackShader_shadowfill_fp;
|
|
extern const char *fallbackShader_shadowmask_vp;
|
|
extern const char *fallbackShader_shadowmask_fp;
|
|
extern const char *fallbackShader_ssao_vp;
|
|
extern const char *fallbackShader_ssao_fp;
|
|
extern const char *fallbackShader_texturecolor_vp;
|
|
extern const char *fallbackShader_texturecolor_fp;
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|
extern const char *fallbackShader_tonemap_vp;
|
|
extern const char *fallbackShader_tonemap_fp;
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|
|
|
typedef struct uniformInfo_s
|
|
{
|
|
char *name;
|
|
int type;
|
|
}
|
|
uniformInfo_t;
|
|
|
|
// These must be in the same order as in uniform_t in tr_local.h.
|
|
static uniformInfo_t uniformsInfo[] =
|
|
{
|
|
{ "u_DiffuseMap", GLSL_INT },
|
|
{ "u_LightMap", GLSL_INT },
|
|
{ "u_NormalMap", GLSL_INT },
|
|
{ "u_DeluxeMap", GLSL_INT },
|
|
{ "u_SpecularMap", GLSL_INT },
|
|
|
|
{ "u_TextureMap", GLSL_INT },
|
|
{ "u_LevelsMap", GLSL_INT },
|
|
{ "u_CubeMap", GLSL_INT },
|
|
|
|
{ "u_ScreenImageMap", GLSL_INT },
|
|
{ "u_ScreenDepthMap", GLSL_INT },
|
|
|
|
{ "u_ShadowMap", GLSL_INT },
|
|
{ "u_ShadowMap2", GLSL_INT },
|
|
{ "u_ShadowMap3", GLSL_INT },
|
|
{ "u_ShadowMap4", GLSL_INT },
|
|
|
|
{ "u_ShadowMvp", GLSL_MAT16 },
|
|
{ "u_ShadowMvp2", GLSL_MAT16 },
|
|
{ "u_ShadowMvp3", GLSL_MAT16 },
|
|
{ "u_ShadowMvp4", GLSL_MAT16 },
|
|
|
|
{ "u_EnableTextures", GLSL_VEC4 },
|
|
|
|
{ "u_DiffuseTexMatrix0", GLSL_VEC4 },
|
|
{ "u_DiffuseTexMatrix1", GLSL_VEC4 },
|
|
{ "u_DiffuseTexMatrix2", GLSL_VEC4 },
|
|
{ "u_DiffuseTexMatrix3", GLSL_VEC4 },
|
|
{ "u_DiffuseTexMatrix4", GLSL_VEC4 },
|
|
{ "u_DiffuseTexMatrix5", GLSL_VEC4 },
|
|
{ "u_DiffuseTexMatrix6", GLSL_VEC4 },
|
|
{ "u_DiffuseTexMatrix7", GLSL_VEC4 },
|
|
|
|
{ "u_TCGen0", GLSL_INT },
|
|
{ "u_TCGen0Vector0", GLSL_VEC3 },
|
|
{ "u_TCGen0Vector1", GLSL_VEC3 },
|
|
|
|
{ "u_DeformGen", GLSL_INT },
|
|
{ "u_DeformParams", GLSL_FLOAT5 },
|
|
|
|
{ "u_ColorGen", GLSL_INT },
|
|
{ "u_AlphaGen", GLSL_INT },
|
|
{ "u_Color", GLSL_VEC4 },
|
|
{ "u_BaseColor", GLSL_VEC4 },
|
|
{ "u_VertColor", GLSL_VEC4 },
|
|
|
|
{ "u_DlightInfo", GLSL_VEC4 },
|
|
{ "u_LightForward", GLSL_VEC3 },
|
|
{ "u_LightUp", GLSL_VEC3 },
|
|
{ "u_LightRight", GLSL_VEC3 },
|
|
{ "u_LightOrigin", GLSL_VEC4 },
|
|
{ "u_ModelLightDir", GLSL_VEC3 },
|
|
{ "u_LightRadius", GLSL_FLOAT },
|
|
{ "u_AmbientLight", GLSL_VEC3 },
|
|
{ "u_DirectedLight", GLSL_VEC3 },
|
|
|
|
{ "u_PortalRange", GLSL_FLOAT },
|
|
|
|
{ "u_FogDistance", GLSL_VEC4 },
|
|
{ "u_FogDepth", GLSL_VEC4 },
|
|
{ "u_FogEyeT", GLSL_FLOAT },
|
|
{ "u_FogColorMask", GLSL_VEC4 },
|
|
|
|
{ "u_ModelMatrix", GLSL_MAT16 },
|
|
{ "u_ModelViewProjectionMatrix", GLSL_MAT16 },
|
|
|
|
{ "u_Time", GLSL_FLOAT },
|
|
{ "u_VertexLerp" , GLSL_FLOAT },
|
|
{ "u_NormalScale", GLSL_VEC4 },
|
|
{ "u_SpecularScale", GLSL_VEC4 },
|
|
|
|
{ "u_ViewInfo", GLSL_VEC4 },
|
|
{ "u_ViewOrigin", GLSL_VEC3 },
|
|
{ "u_LocalViewOrigin", GLSL_VEC3 },
|
|
{ "u_ViewForward", GLSL_VEC3 },
|
|
{ "u_ViewLeft", GLSL_VEC3 },
|
|
{ "u_ViewUp", GLSL_VEC3 },
|
|
|
|
{ "u_InvTexRes", GLSL_VEC2 },
|
|
{ "u_AutoExposureMinMax", GLSL_VEC2 },
|
|
{ "u_ToneMinAvgMaxLinear", GLSL_VEC3 },
|
|
|
|
{ "u_PrimaryLightOrigin", GLSL_VEC4 },
|
|
{ "u_PrimaryLightColor", GLSL_VEC3 },
|
|
{ "u_PrimaryLightAmbient", GLSL_VEC3 },
|
|
{ "u_PrimaryLightRadius", GLSL_FLOAT },
|
|
|
|
{ "u_CubeMapInfo", GLSL_VEC4 },
|
|
|
|
{ "u_AlphaTest", GLSL_INT },
|
|
|
|
{ "u_BoneMatrix", GLSL_MAT16_BONEMATRIX },
|
|
};
|
|
|
|
typedef enum
|
|
{
|
|
GLSL_PRINTLOG_PROGRAM_INFO,
|
|
GLSL_PRINTLOG_SHADER_INFO,
|
|
GLSL_PRINTLOG_SHADER_SOURCE
|
|
}
|
|
glslPrintLog_t;
|
|
|
|
static void GLSL_PrintLog(GLuint programOrShader, glslPrintLog_t type, qboolean developerOnly)
|
|
{
|
|
char *msg;
|
|
static char msgPart[1024];
|
|
int maxLength = 0;
|
|
int i;
|
|
int printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL;
|
|
|
|
switch (type)
|
|
{
|
|
case GLSL_PRINTLOG_PROGRAM_INFO:
|
|
ri.Printf(printLevel, "Program info log:\n");
|
|
qglGetProgramiv(programOrShader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
break;
|
|
|
|
case GLSL_PRINTLOG_SHADER_INFO:
|
|
ri.Printf(printLevel, "Shader info log:\n");
|
|
qglGetShaderiv(programOrShader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
break;
|
|
|
|
case GLSL_PRINTLOG_SHADER_SOURCE:
|
|
ri.Printf(printLevel, "Shader source:\n");
|
|
qglGetShaderiv(programOrShader, GL_SHADER_SOURCE_LENGTH, &maxLength);
|
|
break;
|
|
}
|
|
|
|
if (maxLength <= 0)
|
|
{
|
|
ri.Printf(printLevel, "None.\n");
|
|
return;
|
|
}
|
|
|
|
if (maxLength < 1023)
|
|
msg = msgPart;
|
|
else
|
|
msg = ri.Malloc(maxLength);
|
|
|
|
switch (type)
|
|
{
|
|
case GLSL_PRINTLOG_PROGRAM_INFO:
|
|
qglGetProgramInfoLog(programOrShader, maxLength, &maxLength, msg);
|
|
break;
|
|
|
|
case GLSL_PRINTLOG_SHADER_INFO:
|
|
qglGetShaderInfoLog(programOrShader, maxLength, &maxLength, msg);
|
|
break;
|
|
|
|
case GLSL_PRINTLOG_SHADER_SOURCE:
|
|
qglGetShaderSource(programOrShader, maxLength, &maxLength, msg);
|
|
break;
|
|
}
|
|
|
|
if (maxLength < 1023)
|
|
{
|
|
msgPart[maxLength + 1] = '\0';
|
|
|
|
ri.Printf(printLevel, "%s\n", msgPart);
|
|
}
|
|
else
|
|
{
|
|
for(i = 0; i < maxLength; i += 1023)
|
|
{
|
|
Q_strncpyz(msgPart, msg + i, sizeof(msgPart));
|
|
|
|
ri.Printf(printLevel, "%s", msgPart);
|
|
}
|
|
|
|
ri.Printf(printLevel, "\n");
|
|
|
|
ri.Free(msg);
|
|
}
|
|
|
|
}
|
|
|
|
static void GLSL_GetShaderHeader( GLenum shaderType, const GLchar *extra, char *dest, int size )
|
|
{
|
|
float fbufWidthScale, fbufHeightScale;
|
|
|
|
dest[0] = '\0';
|
|
|
|
// HACK: abuse the GLSL preprocessor to turn GLSL 1.20 shaders into 1.30 ones
|
|
if(glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 30))
|
|
{
|
|
if (glRefConfig.glslMajorVersion > 1 || (glRefConfig.glslMajorVersion == 1 && glRefConfig.glslMinorVersion >= 50))
|
|
Q_strcat(dest, size, "#version 150\n");
|
|
else
|
|
Q_strcat(dest, size, "#version 130\n");
|
|
|
|
if(shaderType == GL_VERTEX_SHADER)
|
|
{
|
|
Q_strcat(dest, size, "#define attribute in\n");
|
|
Q_strcat(dest, size, "#define varying out\n");
|
|
}
|
|
else
|
|
{
|
|
Q_strcat(dest, size, "#define varying in\n");
|
|
|
|
Q_strcat(dest, size, "out vec4 out_Color;\n");
|
|
Q_strcat(dest, size, "#define gl_FragColor out_Color\n");
|
|
Q_strcat(dest, size, "#define texture2D texture\n");
|
|
Q_strcat(dest, size, "#define textureCubeLod textureLod\n");
|
|
Q_strcat(dest, size, "#define shadow2D texture\n");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Q_strcat(dest, size, "#version 120\n");
|
|
Q_strcat(dest, size, "#define shadow2D(a,b) shadow2D(a,b).r \n");
|
|
}
|
|
|
|
// HACK: add some macros to avoid extra uniforms and save speed and code maintenance
|
|
//Q_strcat(dest, size,
|
|
// va("#ifndef r_SpecularExponent\n#define r_SpecularExponent %f\n#endif\n", r_specularExponent->value));
|
|
//Q_strcat(dest, size,
|
|
// va("#ifndef r_SpecularScale\n#define r_SpecularScale %f\n#endif\n", r_specularScale->value));
|
|
//Q_strcat(dest, size,
|
|
// va("#ifndef r_NormalScale\n#define r_NormalScale %f\n#endif\n", r_normalScale->value));
|
|
|
|
|
|
Q_strcat(dest, size, "#ifndef M_PI\n#define M_PI 3.14159265358979323846\n#endif\n");
|
|
|
|
//Q_strcat(dest, size, va("#ifndef MAX_SHADOWMAPS\n#define MAX_SHADOWMAPS %i\n#endif\n", MAX_SHADOWMAPS));
|
|
|
|
Q_strcat(dest, size,
|
|
va("#ifndef deformGen_t\n"
|
|
"#define deformGen_t\n"
|
|
"#define DGEN_WAVE_SIN %i\n"
|
|
"#define DGEN_WAVE_SQUARE %i\n"
|
|
"#define DGEN_WAVE_TRIANGLE %i\n"
|
|
"#define DGEN_WAVE_SAWTOOTH %i\n"
|
|
"#define DGEN_WAVE_INVERSE_SAWTOOTH %i\n"
|
|
"#define DGEN_BULGE %i\n"
|
|
"#define DGEN_MOVE %i\n"
|
|
"#endif\n",
|
|
DGEN_WAVE_SIN,
|
|
DGEN_WAVE_SQUARE,
|
|
DGEN_WAVE_TRIANGLE,
|
|
DGEN_WAVE_SAWTOOTH,
|
|
DGEN_WAVE_INVERSE_SAWTOOTH,
|
|
DGEN_BULGE,
|
|
DGEN_MOVE));
|
|
|
|
Q_strcat(dest, size,
|
|
va("#ifndef tcGen_t\n"
|
|
"#define tcGen_t\n"
|
|
"#define TCGEN_LIGHTMAP %i\n"
|
|
"#define TCGEN_TEXTURE %i\n"
|
|
"#define TCGEN_ENVIRONMENT_MAPPED %i\n"
|
|
"#define TCGEN_FOG %i\n"
|
|
"#define TCGEN_VECTOR %i\n"
|
|
"#endif\n",
|
|
TCGEN_LIGHTMAP,
|
|
TCGEN_TEXTURE,
|
|
TCGEN_ENVIRONMENT_MAPPED,
|
|
TCGEN_FOG,
|
|
TCGEN_VECTOR));
|
|
|
|
Q_strcat(dest, size,
|
|
va("#ifndef colorGen_t\n"
|
|
"#define colorGen_t\n"
|
|
"#define CGEN_LIGHTING_DIFFUSE %i\n"
|
|
"#endif\n",
|
|
CGEN_LIGHTING_DIFFUSE));
|
|
|
|
Q_strcat(dest, size,
|
|
va("#ifndef alphaGen_t\n"
|
|
"#define alphaGen_t\n"
|
|
"#define AGEN_LIGHTING_SPECULAR %i\n"
|
|
"#define AGEN_PORTAL %i\n"
|
|
"#endif\n",
|
|
AGEN_LIGHTING_SPECULAR,
|
|
AGEN_PORTAL));
|
|
|
|
fbufWidthScale = 1.0f / ((float)glConfig.vidWidth);
|
|
fbufHeightScale = 1.0f / ((float)glConfig.vidHeight);
|
|
Q_strcat(dest, size,
|
|
va("#ifndef r_FBufScale\n#define r_FBufScale vec2(%f, %f)\n#endif\n", fbufWidthScale, fbufHeightScale));
|
|
|
|
if (r_pbr->integer)
|
|
Q_strcat(dest, size, "#define USE_PBR\n");
|
|
|
|
if (r_cubeMapping->integer)
|
|
{
|
|
int cubeMipSize = r_cubemapSize->integer;
|
|
int numRoughnessMips = 0;
|
|
|
|
while (cubeMipSize)
|
|
{
|
|
cubeMipSize >>= 1;
|
|
numRoughnessMips++;
|
|
}
|
|
numRoughnessMips = MAX(1, numRoughnessMips - 2);
|
|
Q_strcat(dest, size, va("#define ROUGHNESS_MIPS float(%d)\n", numRoughnessMips));
|
|
}
|
|
|
|
if (extra)
|
|
{
|
|
Q_strcat(dest, size, extra);
|
|
}
|
|
|
|
// OK we added a lot of stuff but if we do something bad in the GLSL shaders then we want the proper line
|
|
// so we have to reset the line counting
|
|
Q_strcat(dest, size, "#line 0\n");
|
|
}
|
|
|
|
static int GLSL_CompileGPUShader(GLuint program, GLuint *prevShader, const GLchar *buffer, int size, GLenum shaderType)
|
|
{
|
|
GLint compiled;
|
|
GLuint shader;
|
|
|
|
shader = qglCreateShader(shaderType);
|
|
|
|
qglShaderSource(shader, 1, (const GLchar **)&buffer, &size);
|
|
|
|
// compile shader
|
|
qglCompileShader(shader);
|
|
|
|
// check if shader compiled
|
|
qglGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
|
if(!compiled)
|
|
{
|
|
GLSL_PrintLog(shader, GLSL_PRINTLOG_SHADER_SOURCE, qfalse);
|
|
GLSL_PrintLog(shader, GLSL_PRINTLOG_SHADER_INFO, qfalse);
|
|
ri.Error(ERR_DROP, "Couldn't compile shader");
|
|
return 0;
|
|
}
|
|
|
|
if (*prevShader)
|
|
{
|
|
qglDetachShader(program, *prevShader);
|
|
qglDeleteShader(*prevShader);
|
|
}
|
|
|
|
// attach shader to program
|
|
qglAttachShader(program, shader);
|
|
|
|
*prevShader = shader;
|
|
|
|
return 1;
|
|
}
|
|
|
|
static int GLSL_LoadGPUShaderText(const char *name, const char *fallback,
|
|
GLenum shaderType, char *dest, int destSize)
|
|
{
|
|
char filename[MAX_QPATH];
|
|
GLchar *buffer = NULL;
|
|
const GLchar *shaderText = NULL;
|
|
int size;
|
|
int result;
|
|
|
|
if(shaderType == GL_VERTEX_SHADER)
|
|
{
|
|
Com_sprintf(filename, sizeof(filename), "glsl/%s_vp.glsl", name);
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf(filename, sizeof(filename), "glsl/%s_fp.glsl", name);
|
|
}
|
|
|
|
if ( r_externalGLSL->integer ) {
|
|
size = ri.FS_ReadFile(filename, (void **)&buffer);
|
|
} else {
|
|
size = 0;
|
|
buffer = NULL;
|
|
}
|
|
|
|
if(!buffer)
|
|
{
|
|
if (fallback)
|
|
{
|
|
ri.Printf(PRINT_DEVELOPER, "...loading built-in '%s'\n", filename);
|
|
shaderText = fallback;
|
|
size = strlen(shaderText);
|
|
}
|
|
else
|
|
{
|
|
ri.Printf(PRINT_DEVELOPER, "couldn't load '%s'\n", filename);
|
|
return 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ri.Printf(PRINT_DEVELOPER, "...loading '%s'\n", filename);
|
|
shaderText = buffer;
|
|
}
|
|
|
|
if (size > destSize)
|
|
{
|
|
result = 0;
|
|
}
|
|
else
|
|
{
|
|
Q_strncpyz(dest, shaderText, size + 1);
|
|
result = 1;
|
|
}
|
|
|
|
if (buffer)
|
|
{
|
|
ri.FS_FreeFile(buffer);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
static void GLSL_LinkProgram(GLuint program)
|
|
{
|
|
GLint linked;
|
|
|
|
qglLinkProgram(program);
|
|
|
|
qglGetProgramiv(program, GL_LINK_STATUS, &linked);
|
|
if(!linked)
|
|
{
|
|
GLSL_PrintLog(program, GLSL_PRINTLOG_PROGRAM_INFO, qfalse);
|
|
ri.Error(ERR_DROP, "shaders failed to link");
|
|
}
|
|
}
|
|
|
|
static void GLSL_ShowProgramUniforms(GLuint program)
|
|
{
|
|
int i, count, size;
|
|
GLenum type;
|
|
char uniformName[1000];
|
|
|
|
// query the number of active uniforms
|
|
qglGetProgramiv(program, GL_ACTIVE_UNIFORMS, &count);
|
|
|
|
// Loop over each of the active uniforms, and set their value
|
|
for(i = 0; i < count; i++)
|
|
{
|
|
qglGetActiveUniform(program, i, sizeof(uniformName), NULL, &size, &type, uniformName);
|
|
|
|
ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
|
|
}
|
|
}
|
|
|
|
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
|
|
{
|
|
ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n");
|
|
|
|
if(strlen(name) >= MAX_QPATH)
|
|
{
|
|
ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name);
|
|
}
|
|
|
|
Q_strncpyz(program->name, name, sizeof(program->name));
|
|
|
|
program->program = qglCreateProgram();
|
|
program->attribs = attribs;
|
|
|
|
if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER)))
|
|
{
|
|
ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER\n", name);
|
|
qglDeleteProgram(program->program);
|
|
return 0;
|
|
}
|
|
|
|
if(fpCode)
|
|
{
|
|
if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER)))
|
|
{
|
|
ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER\n", name);
|
|
qglDeleteProgram(program->program);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
if(attribs & ATTR_POSITION)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_POSITION, "attr_Position");
|
|
|
|
if(attribs & ATTR_TEXCOORD)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD, "attr_TexCoord0");
|
|
|
|
if(attribs & ATTR_LIGHTCOORD)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_LIGHTCOORD, "attr_TexCoord1");
|
|
|
|
// if(attribs & ATTR_TEXCOORD2)
|
|
// qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2");
|
|
|
|
// if(attribs & ATTR_TEXCOORD3)
|
|
// qglBindAttribLocation(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3");
|
|
|
|
if(attribs & ATTR_TANGENT)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_TANGENT, "attr_Tangent");
|
|
|
|
if(attribs & ATTR_NORMAL)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_NORMAL, "attr_Normal");
|
|
|
|
if(attribs & ATTR_COLOR)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_COLOR, "attr_Color");
|
|
|
|
if(attribs & ATTR_PAINTCOLOR)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor");
|
|
|
|
if(attribs & ATTR_LIGHTDIRECTION)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection");
|
|
|
|
if(attribs & ATTR_BONE_INDEXES)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_BONE_INDEXES, "attr_BoneIndexes");
|
|
|
|
if(attribs & ATTR_BONE_WEIGHTS)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_BONE_WEIGHTS, "attr_BoneWeights");
|
|
|
|
if(attribs & ATTR_POSITION2)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_POSITION2, "attr_Position2");
|
|
|
|
if(attribs & ATTR_NORMAL2)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2");
|
|
|
|
if(attribs & ATTR_TANGENT2)
|
|
qglBindAttribLocation(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2");
|
|
|
|
GLSL_LinkProgram(program->program);
|
|
|
|
return 1;
|
|
}
|
|
|
|
static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
|
|
int attribs, qboolean fragmentShader, const GLchar *extra, qboolean addHeader,
|
|
const char *fallback_vp, const char *fallback_fp)
|
|
{
|
|
char vpCode[32000];
|
|
char fpCode[32000];
|
|
char *postHeader;
|
|
int size;
|
|
int result;
|
|
|
|
size = sizeof(vpCode);
|
|
if (addHeader)
|
|
{
|
|
GLSL_GetShaderHeader(GL_VERTEX_SHADER, extra, vpCode, size);
|
|
postHeader = &vpCode[strlen(vpCode)];
|
|
size -= strlen(vpCode);
|
|
}
|
|
else
|
|
{
|
|
postHeader = &vpCode[0];
|
|
}
|
|
|
|
if (!GLSL_LoadGPUShaderText(name, fallback_vp, GL_VERTEX_SHADER, postHeader, size))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (fragmentShader)
|
|
{
|
|
size = sizeof(fpCode);
|
|
if (addHeader)
|
|
{
|
|
GLSL_GetShaderHeader(GL_FRAGMENT_SHADER, extra, fpCode, size);
|
|
postHeader = &fpCode[strlen(fpCode)];
|
|
size -= strlen(fpCode);
|
|
}
|
|
else
|
|
{
|
|
postHeader = &fpCode[0];
|
|
}
|
|
|
|
if (!GLSL_LoadGPUShaderText(name, fallback_fp, GL_FRAGMENT_SHADER, postHeader, size))
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL);
|
|
|
|
return result;
|
|
}
|
|
|
|
void GLSL_InitUniforms(shaderProgram_t *program)
|
|
{
|
|
int i, size;
|
|
|
|
GLint *uniforms = program->uniforms;
|
|
|
|
size = 0;
|
|
for (i = 0; i < UNIFORM_COUNT; i++)
|
|
{
|
|
uniforms[i] = qglGetUniformLocation(program->program, uniformsInfo[i].name);
|
|
|
|
if (uniforms[i] == -1)
|
|
continue;
|
|
|
|
program->uniformBufferOffsets[i] = size;
|
|
|
|
switch(uniformsInfo[i].type)
|
|
{
|
|
case GLSL_INT:
|
|
size += sizeof(GLint);
|
|
break;
|
|
case GLSL_FLOAT:
|
|
size += sizeof(GLfloat);
|
|
break;
|
|
case GLSL_FLOAT5:
|
|
size += sizeof(vec_t) * 5;
|
|
break;
|
|
case GLSL_VEC2:
|
|
size += sizeof(vec_t) * 2;
|
|
break;
|
|
case GLSL_VEC3:
|
|
size += sizeof(vec_t) * 3;
|
|
break;
|
|
case GLSL_VEC4:
|
|
size += sizeof(vec_t) * 4;
|
|
break;
|
|
case GLSL_MAT16:
|
|
size += sizeof(vec_t) * 16;
|
|
break;
|
|
case GLSL_MAT16_BONEMATRIX:
|
|
size += sizeof(vec_t) * 16 * glRefConfig.glslMaxAnimatedBones;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
program->uniformBuffer = ri.Malloc(size);
|
|
}
|
|
|
|
void GLSL_FinishGPUShader(shaderProgram_t *program)
|
|
{
|
|
GLSL_ShowProgramUniforms(program->program);
|
|
GL_CheckErrors();
|
|
}
|
|
|
|
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
|
|
{
|
|
GLint *uniforms = program->uniforms;
|
|
GLint *compare = (GLint *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
|
|
|
if (uniforms[uniformNum] == -1)
|
|
return;
|
|
|
|
if (uniformsInfo[uniformNum].type != GLSL_INT)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformInt: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (value == *compare)
|
|
{
|
|
return;
|
|
}
|
|
|
|
*compare = value;
|
|
|
|
qglProgramUniform1iEXT(program->program, uniforms[uniformNum], value);
|
|
}
|
|
|
|
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
|
|
{
|
|
GLint *uniforms = program->uniforms;
|
|
GLfloat *compare = (GLfloat *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
|
|
|
if (uniforms[uniformNum] == -1)
|
|
return;
|
|
|
|
if (uniformsInfo[uniformNum].type != GLSL_FLOAT)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (value == *compare)
|
|
{
|
|
return;
|
|
}
|
|
|
|
*compare = value;
|
|
|
|
qglProgramUniform1fEXT(program->program, uniforms[uniformNum], value);
|
|
}
|
|
|
|
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
|
|
{
|
|
GLint *uniforms = program->uniforms;
|
|
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
|
|
|
if (uniforms[uniformNum] == -1)
|
|
return;
|
|
|
|
if (uniformsInfo[uniformNum].type != GLSL_VEC2)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec2: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (v[0] == compare[0] && v[1] == compare[1])
|
|
{
|
|
return;
|
|
}
|
|
|
|
compare[0] = v[0];
|
|
compare[1] = v[1];
|
|
|
|
qglProgramUniform2fEXT(program->program, uniforms[uniformNum], v[0], v[1]);
|
|
}
|
|
|
|
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
|
|
{
|
|
GLint *uniforms = program->uniforms;
|
|
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
|
|
|
if (uniforms[uniformNum] == -1)
|
|
return;
|
|
|
|
if (uniformsInfo[uniformNum].type != GLSL_VEC3)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec3: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (VectorCompare(v, compare))
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorCopy(v, compare);
|
|
|
|
qglProgramUniform3fEXT(program->program, uniforms[uniformNum], v[0], v[1], v[2]);
|
|
}
|
|
|
|
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
|
|
{
|
|
GLint *uniforms = program->uniforms;
|
|
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
|
|
|
if (uniforms[uniformNum] == -1)
|
|
return;
|
|
|
|
if (uniformsInfo[uniformNum].type != GLSL_VEC4)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (VectorCompare4(v, compare))
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorCopy4(v, compare);
|
|
|
|
qglProgramUniform4fEXT(program->program, uniforms[uniformNum], v[0], v[1], v[2], v[3]);
|
|
}
|
|
|
|
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
|
|
{
|
|
GLint *uniforms = program->uniforms;
|
|
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
|
|
|
if (uniforms[uniformNum] == -1)
|
|
return;
|
|
|
|
if (uniformsInfo[uniformNum].type != GLSL_FLOAT5)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat5: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (VectorCompare5(v, compare))
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorCopy5(v, compare);
|
|
|
|
qglProgramUniform1fvEXT(program->program, uniforms[uniformNum], 5, v);
|
|
}
|
|
|
|
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix)
|
|
{
|
|
GLint *uniforms = program->uniforms;
|
|
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
|
|
|
if (uniforms[uniformNum] == -1)
|
|
return;
|
|
|
|
if (uniformsInfo[uniformNum].type != GLSL_MAT16)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (Mat4Compare(matrix, compare))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Mat4Copy(matrix, compare);
|
|
|
|
qglProgramUniformMatrix4fvEXT(program->program, uniforms[uniformNum], 1, GL_FALSE, matrix);
|
|
}
|
|
|
|
void GLSL_SetUniformMat4BoneMatrix(shaderProgram_t *program, int uniformNum, /*const*/ mat4_t *matrix, int numMatricies)
|
|
{
|
|
GLint *uniforms = program->uniforms;
|
|
vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]);
|
|
|
|
if (uniforms[uniformNum] == -1) {
|
|
return;
|
|
}
|
|
|
|
if (uniformsInfo[uniformNum].type != GLSL_MAT16_BONEMATRIX)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4BoneMatrix: wrong type for uniform %i in program %s\n", uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (numMatricies > glRefConfig.glslMaxAnimatedBones)
|
|
{
|
|
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMat4BoneMatrix: too many matricies (%d/%d) for uniform %i in program %s\n",
|
|
numMatricies, glRefConfig.glslMaxAnimatedBones, uniformNum, program->name);
|
|
return;
|
|
}
|
|
|
|
if (!memcmp(matrix, compare, numMatricies * sizeof(mat4_t)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Com_Memcpy(compare, matrix, numMatricies * sizeof(mat4_t));
|
|
|
|
qglProgramUniformMatrix4fvEXT(program->program, uniforms[uniformNum], numMatricies, GL_FALSE, &matrix[0][0]);
|
|
}
|
|
|
|
void GLSL_DeleteGPUShader(shaderProgram_t *program)
|
|
{
|
|
if(program->program)
|
|
{
|
|
if (program->vertexShader)
|
|
{
|
|
qglDetachShader(program->program, program->vertexShader);
|
|
qglDeleteShader(program->vertexShader);
|
|
}
|
|
|
|
if (program->fragmentShader)
|
|
{
|
|
qglDetachShader(program->program, program->fragmentShader);
|
|
qglDeleteShader(program->fragmentShader);
|
|
}
|
|
|
|
qglDeleteProgram(program->program);
|
|
|
|
if (program->uniformBuffer)
|
|
{
|
|
ri.Free(program->uniformBuffer);
|
|
}
|
|
|
|
Com_Memset(program, 0, sizeof(*program));
|
|
}
|
|
}
|
|
|
|
void GLSL_InitGPUShaders(void)
|
|
{
|
|
int startTime, endTime;
|
|
int i;
|
|
char extradefines[1024];
|
|
int attribs;
|
|
int numGenShaders = 0, numLightShaders = 0, numEtcShaders = 0;
|
|
|
|
ri.Printf(PRINT_ALL, "------- GLSL_InitGPUShaders -------\n");
|
|
|
|
R_IssuePendingRenderCommands();
|
|
|
|
startTime = ri.Milliseconds();
|
|
|
|
for (i = 0; i < GENERICDEF_COUNT; i++)
|
|
{
|
|
if ((i & GENERICDEF_USE_VERTEX_ANIMATION) && (i & GENERICDEF_USE_BONE_ANIMATION))
|
|
continue;
|
|
|
|
if ((i & GENERICDEF_USE_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones)
|
|
continue;
|
|
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_LIGHTCOORD | ATTR_NORMAL | ATTR_COLOR;
|
|
extradefines[0] = '\0';
|
|
|
|
if (i & GENERICDEF_USE_DEFORM_VERTEXES)
|
|
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
|
|
|
|
if (i & GENERICDEF_USE_TCGEN_AND_TCMOD)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
|
|
Q_strcat(extradefines, 1024, "#define USE_TCMOD\n");
|
|
}
|
|
|
|
if (i & GENERICDEF_USE_VERTEX_ANIMATION)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
|
|
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
|
|
}
|
|
else if (i & GENERICDEF_USE_BONE_ANIMATION)
|
|
{
|
|
Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
|
|
attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
|
|
}
|
|
|
|
if (i & GENERICDEF_USE_FOG)
|
|
Q_strcat(extradefines, 1024, "#define USE_FOG\n");
|
|
|
|
if (i & GENERICDEF_USE_RGBAGEN)
|
|
Q_strcat(extradefines, 1024, "#define USE_RGBAGEN\n");
|
|
|
|
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load generic shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.genericShader[i]);
|
|
|
|
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
|
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.genericShader[i]);
|
|
|
|
numGenShaders++;
|
|
}
|
|
|
|
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
|
|
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, extradefines, qtrue, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.textureColorShader);
|
|
|
|
GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.textureColorShader);
|
|
|
|
numEtcShaders++;
|
|
|
|
for (i = 0; i < FOGDEF_COUNT; i++)
|
|
{
|
|
if ((i & FOGDEF_USE_VERTEX_ANIMATION) && (i & FOGDEF_USE_BONE_ANIMATION))
|
|
continue;
|
|
|
|
if ((i & FOGDEF_USE_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones)
|
|
continue;
|
|
|
|
attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (i & FOGDEF_USE_DEFORM_VERTEXES)
|
|
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
|
|
|
|
if (i & FOGDEF_USE_VERTEX_ANIMATION)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
|
|
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
|
|
}
|
|
else if (i & FOGDEF_USE_BONE_ANIMATION)
|
|
{
|
|
Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
|
|
attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
|
|
}
|
|
|
|
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load fogpass shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.fogShader[i]);
|
|
GLSL_FinishGPUShader(&tr.fogShader[i]);
|
|
|
|
numEtcShaders++;
|
|
}
|
|
|
|
|
|
for (i = 0; i < DLIGHTDEF_COUNT; i++)
|
|
{
|
|
attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (i & DLIGHTDEF_USE_DEFORM_VERTEXES)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
|
|
}
|
|
|
|
if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load dlight shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.dlightShader[i]);
|
|
|
|
GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.dlightShader[i]);
|
|
|
|
numEtcShaders++;
|
|
}
|
|
|
|
|
|
for (i = 0; i < LIGHTDEF_COUNT; i++)
|
|
{
|
|
int lightType = i & LIGHTDEF_LIGHTTYPE_MASK;
|
|
qboolean fastLight = !(r_normalMapping->integer || r_specularMapping->integer);
|
|
|
|
// skip impossible combos
|
|
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer)
|
|
continue;
|
|
|
|
if ((i & LIGHTDEF_USE_SHADOWMAP) && (!lightType || !r_sunlightMode->integer))
|
|
continue;
|
|
|
|
if ((i & LIGHTDEF_ENTITY_VERTEX_ANIMATION) && (i & LIGHTDEF_ENTITY_BONE_ANIMATION))
|
|
continue;
|
|
|
|
if ((i & LIGHTDEF_ENTITY_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones)
|
|
continue;
|
|
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL;
|
|
|
|
extradefines[0] = '\0';
|
|
|
|
if (r_dlightMode->integer >= 2)
|
|
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
|
|
|
|
if (glRefConfig.swizzleNormalmap)
|
|
Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n");
|
|
|
|
if (lightType)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_LIGHT\n");
|
|
|
|
if (fastLight)
|
|
Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n");
|
|
|
|
switch (lightType)
|
|
{
|
|
case LIGHTDEF_USE_LIGHTMAP:
|
|
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
|
|
if (r_deluxeMapping->integer && !fastLight)
|
|
Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n");
|
|
attribs |= ATTR_LIGHTCOORD | ATTR_LIGHTDIRECTION;
|
|
break;
|
|
case LIGHTDEF_USE_LIGHT_VECTOR:
|
|
Q_strcat(extradefines, 1024, "#define USE_LIGHT_VECTOR\n");
|
|
break;
|
|
case LIGHTDEF_USE_LIGHT_VERTEX:
|
|
Q_strcat(extradefines, 1024, "#define USE_LIGHT_VERTEX\n");
|
|
attribs |= ATTR_LIGHTDIRECTION;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (r_normalMapping->integer)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n");
|
|
|
|
attribs |= ATTR_TANGENT;
|
|
|
|
if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY_VERTEX_ANIMATION) && !(i & LIGHTDEF_ENTITY_BONE_ANIMATION) && r_parallaxMapping->integer)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n");
|
|
if (r_parallaxMapping->integer > 1)
|
|
Q_strcat(extradefines, 1024, "#define USE_RELIEFMAP\n");
|
|
|
|
if (r_parallaxMapShadows->integer)
|
|
Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP_SHADOWS\n");
|
|
|
|
Q_strcat(extradefines, 1024, va("#define r_parallaxMapOffset %f\n", r_parallaxMapOffset->value));
|
|
}
|
|
}
|
|
|
|
if (r_specularMapping->integer)
|
|
Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n");
|
|
|
|
if (r_cubeMapping->integer)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_CUBEMAP\n");
|
|
if (r_cubeMapping->integer == 2)
|
|
Q_strcat(extradefines, 1024, "#define USE_BOX_CUBEMAP_PARALLAX\n");
|
|
}
|
|
else if (r_deluxeSpecular->value > 0.000001f)
|
|
{
|
|
Q_strcat(extradefines, 1024, va("#define r_deluxeSpecular %f\n", r_deluxeSpecular->value));
|
|
}
|
|
|
|
switch (r_glossType->integer)
|
|
{
|
|
case 0:
|
|
default:
|
|
Q_strcat(extradefines, 1024, "#define GLOSS_IS_GLOSS\n");
|
|
break;
|
|
case 1:
|
|
Q_strcat(extradefines, 1024, "#define GLOSS_IS_SMOOTHNESS\n");
|
|
break;
|
|
case 2:
|
|
Q_strcat(extradefines, 1024, "#define GLOSS_IS_ROUGHNESS\n");
|
|
break;
|
|
case 3:
|
|
Q_strcat(extradefines, 1024, "#define GLOSS_IS_SHININESS\n");
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i & LIGHTDEF_USE_SHADOWMAP)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n");
|
|
|
|
if (r_sunlightMode->integer == 1)
|
|
Q_strcat(extradefines, 1024, "#define SHADOWMAP_MODULATE\n");
|
|
else if (r_sunlightMode->integer == 2)
|
|
Q_strcat(extradefines, 1024, "#define USE_PRIMARY_LIGHT\n");
|
|
}
|
|
|
|
if (i & LIGHTDEF_USE_TCGEN_AND_TCMOD)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_TCGEN\n");
|
|
Q_strcat(extradefines, 1024, "#define USE_TCMOD\n");
|
|
}
|
|
|
|
if (i & LIGHTDEF_ENTITY_VERTEX_ANIMATION)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n");
|
|
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
|
|
|
|
if (r_normalMapping->integer)
|
|
{
|
|
attribs |= ATTR_TANGENT2;
|
|
}
|
|
}
|
|
else if (i & LIGHTDEF_ENTITY_BONE_ANIMATION)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_MODELMATRIX\n");
|
|
Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
|
|
attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
|
|
}
|
|
|
|
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load lightall shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.lightallShader[i]);
|
|
|
|
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
|
|
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
|
|
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP);
|
|
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DELUXEMAP, TB_DELUXEMAP);
|
|
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
|
|
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
|
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_CUBEMAP, TB_CUBEMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.lightallShader[i]);
|
|
|
|
numLightShaders++;
|
|
}
|
|
|
|
for (i = 0; i < SHADOWMAPDEF_COUNT; i++)
|
|
{
|
|
if ((i & SHADOWMAPDEF_USE_VERTEX_ANIMATION) && (i & SHADOWMAPDEF_USE_BONE_ANIMATION))
|
|
continue;
|
|
|
|
if ((i & SHADOWMAPDEF_USE_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones)
|
|
continue;
|
|
|
|
attribs = ATTR_POSITION | ATTR_NORMAL | ATTR_TEXCOORD;
|
|
|
|
extradefines[0] = '\0';
|
|
|
|
if (i & SHADOWMAPDEF_USE_VERTEX_ANIMATION)
|
|
{
|
|
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
|
|
attribs |= ATTR_POSITION2 | ATTR_NORMAL2;
|
|
}
|
|
|
|
if (i & SHADOWMAPDEF_USE_BONE_ANIMATION)
|
|
{
|
|
Q_strcat(extradefines, 1024, va("#define USE_BONE_ANIMATION\n#define MAX_GLSL_BONES %d\n", glRefConfig.glslMaxAnimatedBones));
|
|
attribs |= ATTR_BONE_INDEXES | ATTR_BONE_WEIGHTS;
|
|
}
|
|
|
|
if (!GLSL_InitGPUShader(&tr.shadowmapShader[i], "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.shadowmapShader[i]);
|
|
GLSL_FinishGPUShader(&tr.shadowmapShader[i]);
|
|
|
|
numEtcShaders++;
|
|
}
|
|
|
|
attribs = ATTR_POSITION | ATTR_NORMAL;
|
|
extradefines[0] = '\0';
|
|
|
|
Q_strcat(extradefines, 1024, "#define USE_PCF\n#define USE_DISCARD\n");
|
|
|
|
if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load pshadow shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.pshadowShader);
|
|
|
|
GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.pshadowShader);
|
|
|
|
numEtcShaders++;
|
|
|
|
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load down4x shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.down4xShader);
|
|
|
|
GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.down4xShader);
|
|
|
|
numEtcShaders++;
|
|
|
|
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load bokeh shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.bokehShader);
|
|
|
|
GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.bokehShader);
|
|
|
|
numEtcShaders++;
|
|
|
|
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load tonemap shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.tonemapShader);
|
|
|
|
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
|
|
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.tonemapShader);
|
|
|
|
numEtcShaders++;
|
|
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (!i)
|
|
Q_strcat(extradefines, 1024, "#define FIRST_PASS\n");
|
|
|
|
if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.calclevels4xShader[i]);
|
|
|
|
GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
|
|
|
|
numEtcShaders++;
|
|
}
|
|
|
|
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (r_shadowFilter->integer >= 1)
|
|
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER\n");
|
|
|
|
if (r_shadowFilter->integer >= 2)
|
|
Q_strcat(extradefines, 1024, "#define USE_SHADOW_FILTER2\n");
|
|
|
|
if (r_shadowCascadeZFar->integer != 0)
|
|
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
|
|
|
|
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %f\n", r_shadowMapSize->value));
|
|
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
|
|
|
|
|
|
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.shadowmaskShader);
|
|
|
|
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
|
|
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
|
|
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
|
|
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
|
|
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
|
|
|
|
GLSL_FinishGPUShader(&tr.shadowmaskShader);
|
|
|
|
numEtcShaders++;
|
|
|
|
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load ssao shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.ssaoShader);
|
|
|
|
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.ssaoShader);
|
|
|
|
numEtcShaders++;
|
|
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (i & 1)
|
|
Q_strcat(extradefines, 1024, "#define USE_VERTICAL_BLUR\n");
|
|
else
|
|
Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
|
|
|
|
if (!(i & 2))
|
|
Q_strcat(extradefines, 1024, "#define USE_DEPTH\n");
|
|
|
|
|
|
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.depthBlurShader[i]);
|
|
|
|
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
|
|
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
|
|
|
|
numEtcShaders++;
|
|
}
|
|
|
|
#if 0
|
|
attribs = ATTR_POSITION | ATTR_TEXCOORD;
|
|
extradefines[0] = '\0';
|
|
|
|
if (!GLSL_InitGPUShader(&tr.testcubeShader, "testcube", attribs, qtrue, extradefines, qtrue, NULL, NULL))
|
|
{
|
|
ri.Error(ERR_FATAL, "Could not load testcube shader!");
|
|
}
|
|
|
|
GLSL_InitUniforms(&tr.testcubeShader);
|
|
|
|
GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
|
|
|
|
GLSL_FinishGPUShader(&tr.testcubeShader);
|
|
|
|
numEtcShaders++;
|
|
#endif
|
|
|
|
|
|
endTime = ri.Milliseconds();
|
|
|
|
ri.Printf(PRINT_ALL, "loaded %i GLSL shaders (%i gen %i light %i etc) in %5.2f seconds\n",
|
|
numGenShaders + numLightShaders + numEtcShaders, numGenShaders, numLightShaders,
|
|
numEtcShaders, (endTime - startTime) / 1000.0);
|
|
}
|
|
|
|
void GLSL_ShutdownGPUShaders(void)
|
|
{
|
|
int i;
|
|
|
|
ri.Printf(PRINT_ALL, "------- GLSL_ShutdownGPUShaders -------\n");
|
|
|
|
for (i = 0; i < ATTR_INDEX_COUNT; i++)
|
|
qglDisableVertexAttribArray(i);
|
|
|
|
GL_BindNullProgram();
|
|
|
|
for ( i = 0; i < GENERICDEF_COUNT; i++)
|
|
GLSL_DeleteGPUShader(&tr.genericShader[i]);
|
|
|
|
GLSL_DeleteGPUShader(&tr.textureColorShader);
|
|
|
|
for ( i = 0; i < FOGDEF_COUNT; i++)
|
|
GLSL_DeleteGPUShader(&tr.fogShader[i]);
|
|
|
|
for ( i = 0; i < DLIGHTDEF_COUNT; i++)
|
|
GLSL_DeleteGPUShader(&tr.dlightShader[i]);
|
|
|
|
for ( i = 0; i < LIGHTDEF_COUNT; i++)
|
|
GLSL_DeleteGPUShader(&tr.lightallShader[i]);
|
|
|
|
for ( i = 0; i < SHADOWMAPDEF_COUNT; i++)
|
|
GLSL_DeleteGPUShader(&tr.shadowmapShader[i]);
|
|
|
|
GLSL_DeleteGPUShader(&tr.pshadowShader);
|
|
GLSL_DeleteGPUShader(&tr.down4xShader);
|
|
GLSL_DeleteGPUShader(&tr.bokehShader);
|
|
GLSL_DeleteGPUShader(&tr.tonemapShader);
|
|
|
|
for ( i = 0; i < 2; i++)
|
|
GLSL_DeleteGPUShader(&tr.calclevels4xShader[i]);
|
|
|
|
GLSL_DeleteGPUShader(&tr.shadowmaskShader);
|
|
GLSL_DeleteGPUShader(&tr.ssaoShader);
|
|
|
|
for ( i = 0; i < 4; i++)
|
|
GLSL_DeleteGPUShader(&tr.depthBlurShader[i]);
|
|
}
|
|
|
|
|
|
void GLSL_BindProgram(shaderProgram_t * program)
|
|
{
|
|
GLuint programObject = program ? program->program : 0;
|
|
char *name = program ? program->name : "NULL";
|
|
|
|
if(r_logFile->integer)
|
|
{
|
|
// don't just call LogComment, or we will get a call to va() every frame!
|
|
GLimp_LogComment(va("--- GLSL_BindProgram( %s ) ---\n", name));
|
|
}
|
|
|
|
if (GL_UseProgram(programObject))
|
|
backEnd.pc.c_glslShaderBinds++;
|
|
}
|
|
|
|
|
|
shaderProgram_t *GLSL_GetGenericShaderProgram(int stage)
|
|
{
|
|
shaderStage_t *pStage = tess.xstages[stage];
|
|
int shaderAttribs = 0;
|
|
|
|
if (tess.fogNum && pStage->adjustColorsForFog)
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_FOG;
|
|
}
|
|
|
|
switch (pStage->rgbGen)
|
|
{
|
|
case CGEN_LIGHTING_DIFFUSE:
|
|
shaderAttribs |= GENERICDEF_USE_RGBAGEN;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (pStage->alphaGen)
|
|
{
|
|
case AGEN_LIGHTING_SPECULAR:
|
|
case AGEN_PORTAL:
|
|
shaderAttribs |= GENERICDEF_USE_RGBAGEN;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (pStage->bundle[0].tcGen != TCGEN_TEXTURE)
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
|
|
}
|
|
|
|
if (tess.shader->numDeforms && !ShaderRequiresCPUDeforms(tess.shader))
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_DEFORM_VERTEXES;
|
|
}
|
|
|
|
if (glState.vertexAnimation)
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION;
|
|
}
|
|
else if (glState.boneAnimation)
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_BONE_ANIMATION;
|
|
}
|
|
|
|
if (pStage->bundle[0].numTexMods)
|
|
{
|
|
shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD;
|
|
}
|
|
|
|
return &tr.genericShader[shaderAttribs];
|
|
}
|