diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index 87a0499b6d088b5bb51cf36658de9238397b3402..c243ac5ea3b67cdc58a909b88999e2859ef4f7d4 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -508,6 +508,7 @@ if(${SRB2_CONFIG_HWRENDER}) ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md2load.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_md3load.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_model.c + ${CMAKE_CURRENT_SOURCE_DIR}/hardware/hw_shaders.c ${CMAKE_CURRENT_SOURCE_DIR}/hardware/u_list.c ) diff --git a/src/Makefile b/src/Makefile index a4c3c4fdbaea6992f150d85f495c2becd328008b..a5772a5266b85ec02b223b8b0010677e2d0092e5 100644 --- a/src/Makefile +++ b/src/Makefile @@ -288,7 +288,8 @@ else OPTS+=-DHWRENDER OBJS+=$(OBJDIR)/hw_bsp.o $(OBJDIR)/hw_draw.o $(OBJDIR)/hw_light.o \ $(OBJDIR)/hw_main.o $(OBJDIR)/hw_clip.o $(OBJDIR)/hw_md2.o $(OBJDIR)/hw_cache.o \ - $(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o $(OBJDIR)/u_list.o $(OBJDIR)/hw_batching.o + $(OBJDIR)/hw_md2load.o $(OBJDIR)/hw_md3load.o $(OBJDIR)/hw_model.o \ + $(OBJDIR)/hw_shaders.o $(OBJDIR)/u_list.o $(OBJDIR)/hw_batching.o endif OPTS += -DCOMPVERSION diff --git a/src/hardware/hw_batching.c b/src/hardware/hw_batching.c index b13ad03eace3b21342b8f1048b780aea2f36c08a..7eb1a61f229ad4ee525c7c25d2203ea1a3e1b6d0 100644 --- a/src/hardware/hw_batching.c +++ b/src/hardware/hw_batching.c @@ -76,7 +76,7 @@ void HWR_SetCurrentTexture(GLMipmap_t *texture) // If batching is enabled, this function collects the polygon data and the chosen texture // for later use in HWR_RenderBatches. Otherwise the rendering backend is used to // render the polygon immediately. -void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader, boolean horizonSpecial) +void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPts, FBITFIELD PolyFlags, int shader_target, boolean horizonSpecial) { if (currently_batching) { @@ -114,7 +114,7 @@ void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPt polygonArray[polygonArraySize].numVerts = iNumPts; polygonArray[polygonArraySize].polyFlags = PolyFlags; polygonArray[polygonArraySize].texture = current_texture; - polygonArray[polygonArraySize].shader = shader; + polygonArray[polygonArraySize].shader = (shader_target != -1) ? HWR_GetShaderFromTarget(shader_target) : shader_target; polygonArray[polygonArraySize].horizonSpecial = horizonSpecial; polygonArraySize++; @@ -123,8 +123,8 @@ void HWR_ProcessPolygon(FSurfaceInfo *pSurf, FOutVector *pOutVerts, FUINT iNumPt } else { - if (shader) - HWD.pfnSetShader(shader); + if (shader_target != -1) + HWD.pfnSetShader(HWR_GetShaderFromTarget(shader_target)); HWD.pfnDrawPolygon(pSurf, pOutVerts, iNumPts, PolyFlags); } } diff --git a/src/hardware/hw_defs.h b/src/hardware/hw_defs.h index 8df9b8916b2e563d7c1eebb16511b222a636a312..2d975147722f8b9e0575dfeef9f1ad2101e7dee9 100644 --- a/src/hardware/hw_defs.h +++ b/src/hardware/hw_defs.h @@ -133,32 +133,26 @@ typedef struct } FOutVector; #ifdef GL_SHADERS -// Predefined shader types + +// Shader targets used to render specific types of geometry. +// A shader target is resolved to an actual shader with HWR_GetShaderFromTarget. +// The shader returned may be a base shader or a custom shader. enum { - SHADER_DEFAULT = 0, - SHADER_FLOOR, SHADER_WALL, SHADER_SPRITE, - SHADER_MODEL, SHADER_MODEL_LIGHTING, + SHADER_MODEL, SHADER_WATER, SHADER_FOG, SHADER_SKY, - NUMBASESHADERS, + NUMSHADERTARGETS, }; // Maximum amount of shader programs -// Must be higher than NUMBASESHADERS -#define HWR_MAXSHADERS 16 - -// Shader sources (vertex and fragment) -typedef struct -{ - char *vertex; - char *fragment; -} shadersource_t; +// Must be at least NUMSHADERTARGETS*2 to fit base and custom shaders for each shader target. +#define HWR_MAXSHADERS NUMSHADERTARGETS*2 // Custom shader reference table typedef struct @@ -300,6 +294,14 @@ enum hwdsetspecialstate typedef enum hwdsetspecialstate hwdspecialstate_t; +enum hwdshaderstage +{ + HWD_SHADERSTAGE_VERTEX, + HWD_SHADERSTAGE_FRAGMENT, +}; + +typedef enum hwdshaderstage hwdshaderstage_t; + // Lactozilla: Shader options enum hwdshaderoption { diff --git a/src/hardware/hw_drv.h b/src/hardware/hw_drv.h index 8cae144ff81fdb2ca5ee53deea1e9c1fc8cc8531..8eddeebeaf534575298e30923e43a17347abf6b6 100644 --- a/src/hardware/hw_drv.h +++ b/src/hardware/hw_drv.h @@ -68,13 +68,13 @@ EXPORT void HWRAPI(DrawScreenFinalTexture) (int width, int height); #define SCREENVERTS 10 EXPORT void HWRAPI(PostImgRedraw) (float points[SCREENVERTS][SCREENVERTS][2]); -EXPORT boolean HWRAPI(CompileShaders) (void); -EXPORT void HWRAPI(CleanShaders) (void); -EXPORT void HWRAPI(SetShader) (int type); +EXPORT boolean HWRAPI(InitShaders) (void); +EXPORT void HWRAPI(LoadShader) (int slot, char *code, hwdshaderstage_t stage); +EXPORT boolean HWRAPI(CompileShader) (int slot); +EXPORT void HWRAPI(SetShader) (int slot); EXPORT void HWRAPI(UnSetShader) (void); EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value); -EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boolean isfragment); // ========================================================================== // HWR DRIVER OBJECT, FOR CLIENT PROGRAM @@ -120,13 +120,13 @@ struct hwdriver_s MakeScreenFinalTexture pfnMakeScreenFinalTexture; DrawScreenFinalTexture pfnDrawScreenFinalTexture; - CompileShaders pfnCompileShaders; - CleanShaders pfnCleanShaders; + InitShaders pfnInitShaders; + LoadShader pfnLoadShader; + CompileShader pfnCompileShader; SetShader pfnSetShader; UnSetShader pfnUnSetShader; SetShaderInfo pfnSetShaderInfo; - LoadCustomShader pfnLoadCustomShader; }; extern struct hwdriver_s hwdriver; diff --git a/src/hardware/hw_glob.h b/src/hardware/hw_glob.h index 2aba622481d618a4e8f5d2d499e420e74123b9ce..f0f1fad462aa21eac9fe1fe87410d735287324ad 100644 --- a/src/hardware/hw_glob.h +++ b/src/hardware/hw_glob.h @@ -136,4 +136,18 @@ void HWR_SetPalette(RGBA_t *palette); extern INT32 patchformat; extern INT32 textureformat; +// -------- +// hw_shaders.c +// -------- +boolean HWR_InitShaders(void); +void HWR_CompileShaders(void); + +int HWR_GetShaderFromTarget(int shader_target); + +void HWR_LoadAllCustomShaders(void); +void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3); +const char *HWR_GetShaderName(INT32 shader); + +extern customshaderxlat_t shaderxlat[]; + #endif //_HW_GLOB_ diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index e94c637e46ca7fb1f6e99463042e00d760944745..79f4eec0cc1c55c8a5d8d8a9e788b1faa486d751 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -167,13 +167,15 @@ precise_t ps_hw_batchdrawtime = 0; boolean gl_init = false; boolean gl_maploaded = false; boolean gl_sessioncommandsadded = false; -boolean gl_shadersavailable = true; +// false if shaders have not been initialized yet, or if shaders are not available +boolean gl_shadersavailable = false; // ========================================================================== // Lighting // ========================================================================== -static boolean HWR_UseShader(void) +// Returns true if shaders can be used. +boolean HWR_UseShader(void) { return (cv_glshaders.value && gl_shadersavailable); } @@ -376,7 +378,7 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool static FOutVector *planeVerts = NULL; static UINT16 numAllocedPlaneVerts = 0; - INT32 shader = SHADER_DEFAULT; + INT32 shader = -1; // no convex poly were generated for this subsector if (!xsub->planepoly) @@ -798,7 +800,7 @@ static void HWR_AddTransparentWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, I // static void HWR_ProjectWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blendmode, INT32 lightlevel, extracolormap_t *wallcolormap) { - INT32 shader = SHADER_DEFAULT; + INT32 shader = -1; HWR_Lighting(pSurf, lightlevel, wallcolormap); @@ -2687,7 +2689,7 @@ static void HWR_RenderPolyObjectPlane(polyobj_t *polysector, boolean isceiling, { FSurfaceInfo Surf; FOutVector *v3d; - INT32 shader = SHADER_DEFAULT; + INT32 shader = -1; size_t nrPlaneVerts = polysector->numVertices; INT32 i; @@ -3598,7 +3600,7 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) float fscale; float fx; float fy; float offset; extracolormap_t *colormap = NULL; FBITFIELD blendmode = PF_Translucent|PF_Modulated; - INT32 shader = SHADER_DEFAULT; + INT32 shader = -1; UINT8 i; SINT8 flip = P_MobjFlip(thing); @@ -3745,7 +3747,7 @@ static void HWR_SplitSprite(gl_vissprite_t *spr) boolean lightset = true; FBITFIELD blend = 0; FBITFIELD occlusion; - INT32 shader = SHADER_DEFAULT; + INT32 shader = -1; boolean use_linkdraw_hack = false; UINT8 alpha; @@ -4259,7 +4261,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr) } { - INT32 shader = SHADER_DEFAULT; + INT32 shader = -1; FBITFIELD blend = 0; FBITFIELD occlusion; boolean use_linkdraw_hack = false; @@ -4327,7 +4329,7 @@ static void HWR_DrawSprite(gl_vissprite_t *spr) // Sprite drawer for precipitation static inline void HWR_DrawPrecipitationSprite(gl_vissprite_t *spr) { - INT32 shader = SHADER_DEFAULT; + INT32 shader = -1; FBITFIELD blend = 0; FOutVector wallVerts[4]; patch_t *gpatch; @@ -4765,7 +4767,6 @@ static void HWR_CreateDrawNodes(void) // Okay! Let's draw it all! Woo! HWD.pfnSetTransform(&atransform); - HWD.pfnSetShader(SHADER_DEFAULT); for (i = 0; i < p; i++) { @@ -5674,7 +5675,8 @@ static void HWR_DrawSkyBackground(player_t *player) HWR_BuildSkyDome(); } - HWD.pfnSetShader(SHADER_SKY); // sky shader + if (HWR_UseShader()) + HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_SKY)); HWD.pfnSetTransform(&dometransform); HWD.pfnRenderSkyDome(&gl_sky); } @@ -5760,8 +5762,6 @@ static void HWR_DrawSkyBackground(player_t *player) HWD.pfnUnSetShader(); HWD.pfnDrawPolygon(NULL, v, 4, 0); } - - HWD.pfnSetShader(SHADER_DEFAULT); } @@ -5851,13 +5851,7 @@ static void HWR_SetTransformAiming(FTransform *trans, player_t *player, boolean // static void HWR_SetShaderState(void) { - hwdshaderoption_t state = cv_glshaders.value; - - if (!cv_glallowshaders.value) - state = (cv_glshaders.value == HWD_SHADEROPTION_ON ? HWD_SHADEROPTION_NOCUSTOM : cv_glshaders.value); - - HWD.pfnSetSpecialState(HWD_SET_SHADERS, (INT32)state); - HWD.pfnSetShader(SHADER_DEFAULT); + HWD.pfnSetSpecialState(HWD_SET_SHADERS, (INT32)HWR_UseShader()); } // ========================================================================== @@ -6303,13 +6297,14 @@ void HWR_LoadLevel(void) // 3D ENGINE COMMANDS // ========================================================================== -static CV_PossibleValue_t glshaders_cons_t[] = {{HWD_SHADEROPTION_OFF, "Off"}, {HWD_SHADEROPTION_ON, "On"}, {HWD_SHADEROPTION_NOCUSTOM, "Ignore custom shaders"}, {0, NULL}}; +static CV_PossibleValue_t glshaders_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Ignore custom shaders"}, {0, NULL}}; static CV_PossibleValue_t glmodelinterpolation_cons_t[] = {{0, "Off"}, {1, "Sometimes"}, {2, "Always"}, {0, NULL}}; static CV_PossibleValue_t glfakecontrast_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Smooth"}, {0, NULL}}; static CV_PossibleValue_t glshearing_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Third-person"}, {0, NULL}}; static void CV_glfiltermode_OnChange(void); static void CV_glanisotropic_OnChange(void); +static void CV_glmodellighting_OnChange(void); static CV_PossibleValue_t glfiltermode_cons_t[]= {{HWD_SET_TEXTUREFILTER_POINTSAMPLED, "Nearest"}, {HWD_SET_TEXTUREFILTER_BILINEAR, "Bilinear"}, {HWD_SET_TEXTUREFILTER_TRILINEAR, "Trilinear"}, @@ -6332,7 +6327,7 @@ consvar_t cv_glcoronasize = CVAR_INIT ("gr_coronasize", "1", CV_SAVE|CV_FLOAT, 0 consvar_t cv_glmodels = CVAR_INIT ("gr_models", "Off", CV_SAVE, CV_OnOff, NULL); consvar_t cv_glmodelinterpolation = CVAR_INIT ("gr_modelinterpolation", "Sometimes", CV_SAVE, glmodelinterpolation_cons_t, NULL); -consvar_t cv_glmodellighting = CVAR_INIT ("gr_modellighting", "Off", CV_SAVE, CV_OnOff, NULL); +consvar_t cv_glmodellighting = CVAR_INIT ("gr_modellighting", "Off", CV_SAVE|CV_CALL, CV_OnOff, CV_glmodellighting_OnChange); consvar_t cv_glshearing = CVAR_INIT ("gr_shearing", "Off", CV_SAVE, glshearing_cons_t, NULL); consvar_t cv_glspritebillboarding = CVAR_INIT ("gr_spritebillboarding", "Off", CV_SAVE, CV_OnOff, NULL); @@ -6359,6 +6354,13 @@ static void CV_glanisotropic_OnChange(void) HWD.pfnSetSpecialState(HWD_SET_TEXTUREANISOTROPICMODE, cv_glanisotropicmode.value); } +static void CV_glmodellighting_OnChange(void) +{ + // if shaders have been compiled, then they now need to be recompiled. + if (gl_shadersavailable) + HWR_CompileShaders(); +} + //added by Hurdler: console varibale that are saved void HWR_AddCommands(void) { @@ -6417,9 +6419,8 @@ void HWR_Startup(void) HWR_InitLight(); #endif + gl_shadersavailable = HWR_InitShaders(); HWR_LoadAllCustomShaders(); - if (!HWR_CompileShaders()) - gl_shadersavailable = false; } if (rendermode == render_opengl) @@ -6518,7 +6519,7 @@ void HWR_RenderWall(FOutVector *wallVerts, FSurfaceInfo *pSurf, FBITFIELD blend, FBITFIELD blendmode = blend; UINT8 alpha = pSurf->PolyColor.s.alpha; // retain the alpha - INT32 shader = SHADER_DEFAULT; + INT32 shader = -1; // Lighting is done here instead so that fog isn't drawn incorrectly on transparent walls after sorting HWR_Lighting(pSurf, lightlevel, wallcolormap); @@ -6716,182 +6717,4 @@ void HWR_DrawScreenFinalTexture(int width, int height) HWD.pfnDrawScreenFinalTexture(width, height); } -static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum) -{ - UINT16 i; - lumpinfo_t *lump_p; - - lump_p = wadfiles[wadnum]->lumpinfo; - for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++) - if (memcmp(lump_p->name, "SHADERS", 7) == 0) - return i; - - return INT16_MAX; -} - -boolean HWR_CompileShaders(void) -{ - return HWD.pfnCompileShaders(); -} - -customshaderxlat_t shaderxlat[] = -{ - {"Flat", SHADER_FLOOR}, - {"WallTexture", SHADER_WALL}, - {"Sprite", SHADER_SPRITE}, - {"Model", SHADER_MODEL}, - {"ModelLighting", SHADER_MODEL_LIGHTING}, - {"WaterRipple", SHADER_WATER}, - {"Fog", SHADER_FOG}, - {"Sky", SHADER_SKY}, - {NULL, 0}, -}; - -void HWR_LoadAllCustomShaders(void) -{ - INT32 i; - - // read every custom shader - for (i = 0; i < numwadfiles; i++) - HWR_LoadCustomShadersFromFile(i, (wadfiles[i]->type == RET_PK3)); -} - -void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3) -{ - UINT16 lump; - char *shaderdef, *line; - char *stoken; - char *value; - size_t size; - int linenum = 1; - int shadertype = 0; - int i; - - lump = HWR_FindShaderDefs(wadnum); - if (lump == INT16_MAX) - return; - - shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); - size = W_LumpLengthPwad(wadnum, lump); - - line = Z_Malloc(size+1, PU_STATIC, NULL); - M_Memcpy(line, shaderdef, size); - line[size] = '\0'; - - stoken = strtok(line, "\r\n "); - while (stoken) - { - if ((stoken[0] == '/' && stoken[1] == '/') - || (stoken[0] == '#'))// skip comments - { - stoken = strtok(NULL, "\r\n"); - goto skip_field; - } - - if (!stricmp(stoken, "GLSL")) - { - value = strtok(NULL, "\r\n "); - if (!value) - { - CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); - stoken = strtok(NULL, "\r\n"); // skip end of line - goto skip_lump; - } - - if (!stricmp(value, "VERTEX")) - shadertype = 1; - else if (!stricmp(value, "FRAGMENT")) - shadertype = 2; - -skip_lump: - stoken = strtok(NULL, "\r\n "); - linenum++; - } - else - { - value = strtok(NULL, "\r\n= "); - if (!value) - { - CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); - stoken = strtok(NULL, "\r\n"); // skip end of line - goto skip_field; - } - - if (!shadertype) - { - CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); - Z_Free(line); - return; - } - - for (i = 0; shaderxlat[i].type; i++) - { - if (!stricmp(shaderxlat[i].type, stoken)) - { - size_t shader_size; - char *shader_source; - char *shader_lumpname; - UINT16 shader_lumpnum; - - if (PK3) - { - shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL); - strcpy(shader_lumpname, "Shaders/sh_"); - strcat(shader_lumpname, value); - shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0); - } - else - { - shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL); - strcpy(shader_lumpname, "SH_"); - strcat(shader_lumpname, value); - shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0); - } - - if (shader_lumpnum == INT16_MAX) - { - CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum); - Z_Free(shader_lumpname); - continue; - } - - shader_size = W_LumpLengthPwad(wadnum, shader_lumpnum); - shader_source = Z_Malloc(shader_size, PU_STATIC, NULL); - W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source); - - HWD.pfnLoadCustomShader(shaderxlat[i].id, shader_source, shader_size, (shadertype == 2)); - - Z_Free(shader_source); - Z_Free(shader_lumpname); - } - } - -skip_field: - stoken = strtok(NULL, "\r\n= "); - linenum++; - } - } - - Z_Free(line); - return; -} - -const char *HWR_GetShaderName(INT32 shader) -{ - INT32 i; - - if (shader) - { - for (i = 0; shaderxlat[i].type; i++) - { - if (shaderxlat[i].id == shader) - return shaderxlat[i].type; - } - - return "Unknown"; - } - - return "Default"; -} - #endif // HWRENDER diff --git a/src/hardware/hw_main.h b/src/hardware/hw_main.h index 4ad09aa3d63b1612239243ca15a0a2d878ea7c8d..9a3477b030b458c3c9449b7b5d03875a674ab4b5 100644 --- a/src/hardware/hw_main.h +++ b/src/hardware/hw_main.h @@ -65,6 +65,7 @@ void HWR_MakeScreenFinalTexture(void); void HWR_DrawScreenFinalTexture(int width, int height); // This stuff is put here so models can use them +boolean HWR_UseShader(void); void HWR_Lighting(FSurfaceInfo *Surface, INT32 light_level, extracolormap_t *colormap); UINT8 HWR_FogBlockAlpha(INT32 light, extracolormap_t *colormap); // Let's see if this can work @@ -73,14 +74,6 @@ FBITFIELD HWR_GetBlendModeFlag(INT32 ast); FBITFIELD HWR_SurfaceBlend(INT32 style, INT32 transtablenum, FSurfaceInfo *pSurf); FBITFIELD HWR_TranstableToAlpha(INT32 transtablenum, FSurfaceInfo *pSurf); -boolean HWR_CompileShaders(void); - -void HWR_LoadAllCustomShaders(void); -void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3); -const char *HWR_GetShaderName(INT32 shader); - -extern customshaderxlat_t shaderxlat[]; - extern CV_PossibleValue_t glanisotropicmode_cons_t[]; #ifdef ALAM_LIGHTING diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 5caf344f75a3859751919338d8cea8b6badf1f92..3dc3a0839068b71b1a9a3fea4f58c0854b9ce91c 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1644,7 +1644,8 @@ boolean HWR_DrawModel(gl_vissprite_t *spr) p.mirror = atransform.mirror; // from Kart #endif - HWD.pfnSetShader(SHADER_MODEL); // model shader + if (HWR_UseShader()) + HWD.pfnSetShader(HWR_GetShaderFromTarget(SHADER_MODEL)); HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, hflip, &Surf); } diff --git a/src/hardware/hw_shaders.c b/src/hardware/hw_shaders.c new file mode 100644 index 0000000000000000000000000000000000000000..c5e04fb8fb98bd98f405cce649a7217dee4ca12d --- /dev/null +++ b/src/hardware/hw_shaders.c @@ -0,0 +1,756 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 2021 by Sonic Team Junior. +// +// This program is free software distributed under the +// terms of the GNU General Public License, version 2. +// See the 'LICENSE' file for more details. +//----------------------------------------------------------------------------- +/// \file hw_shaders.h +/// \brief Handles the shaders used by the game. + +#ifdef HWRENDER + +#include "hw_glob.h" +#include "hw_drv.h" +#include "../z_zone.h" + +// ================ +// Vertex shaders +// ================ + +// +// Generic vertex shader +// + +#define GLSL_DEFAULT_VERTEX_SHADER \ + "void main()\n" \ + "{\n" \ + "gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \ + "gl_FrontColor = gl_Color;\n" \ + "gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \ + "gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \ + "}\0" + +// replicates the way fixed function lighting is used by the model lighting option, +// stores the lighting result to gl_Color +// (ambient lighting of 0.75 and diffuse lighting from above) +#define GLSL_MODEL_VERTEX_SHADER \ + "void main()\n" \ + "{\n" \ + "#ifdef MODEL_LIGHTING\n" \ + "float nDotVP = dot(gl_Normal, vec3(0, 1, 0));\n" \ + "float light = 0.75 + max(nDotVP, 0.0);\n" \ + "gl_FrontColor = vec4(light, light, light, 1.0);\n" \ + "#else\n" \ + "gl_FrontColor = gl_Color;\n" \ + "#endif\n" \ + "gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \ + "gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \ + "gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \ + "}\0" + +// ================== +// Fragment shaders +// ================== + +// +// Generic fragment shader +// + +#define GLSL_DEFAULT_FRAGMENT_SHADER \ + "uniform sampler2D tex;\n" \ + "uniform vec4 poly_color;\n" \ + "void main(void) {\n" \ + "gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \ + "}\0" + +// +// Software fragment shader +// + +#define GLSL_DOOM_COLORMAP \ + "float R_DoomColormap(float light, float z)\n" \ + "{\n" \ + "float lightnum = clamp(light / 17.0, 0.0, 15.0);\n" \ + "float lightz = clamp(z / 16.0, 0.0, 127.0);\n" \ + "float startmap = (15.0 - lightnum) * 4.0;\n" \ + "float scale = 160.0 / (lightz + 1.0);\n" \ + "return startmap - scale * 0.5;\n" \ + "}\n" + +#define GLSL_DOOM_LIGHT_EQUATION \ + "float R_DoomLightingEquation(float light)\n" \ + "{\n" \ + "float z = gl_FragCoord.z / gl_FragCoord.w;\n" \ + "float colormap = floor(R_DoomColormap(light, z)) + 0.5;\n" \ + "return clamp(colormap, 0.0, 31.0) / 32.0;\n" \ + "}\n" + +#define GLSL_SOFTWARE_TINT_EQUATION \ + "if (tint_color.a > 0.0) {\n" \ + "float color_bright = sqrt((base_color.r * base_color.r) + (base_color.g * base_color.g) + (base_color.b * base_color.b));\n" \ + "float strength = sqrt(9.0 * tint_color.a);\n" \ + "final_color.r = clamp((color_bright * (tint_color.r * strength)) + (base_color.r * (1.0 - strength)), 0.0, 1.0);\n" \ + "final_color.g = clamp((color_bright * (tint_color.g * strength)) + (base_color.g * (1.0 - strength)), 0.0, 1.0);\n" \ + "final_color.b = clamp((color_bright * (tint_color.b * strength)) + (base_color.b * (1.0 - strength)), 0.0, 1.0);\n" \ + "}\n" + +#define GLSL_SOFTWARE_FADE_EQUATION \ + "float darkness = R_DoomLightingEquation(lighting);\n" \ + "if (fade_start != 0.0 || fade_end != 31.0) {\n" \ + "float fs = fade_start / 31.0;\n" \ + "float fe = fade_end / 31.0;\n" \ + "float fd = fe - fs;\n" \ + "darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \ + "}\n" \ + "final_color = mix(final_color, fade_color, darkness);\n" + +#define GLSL_SOFTWARE_FRAGMENT_SHADER \ + "uniform sampler2D tex;\n" \ + "uniform vec4 poly_color;\n" \ + "uniform vec4 tint_color;\n" \ + "uniform vec4 fade_color;\n" \ + "uniform float lighting;\n" \ + "uniform float fade_start;\n" \ + "uniform float fade_end;\n" \ + GLSL_DOOM_COLORMAP \ + GLSL_DOOM_LIGHT_EQUATION \ + "void main(void) {\n" \ + "vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \ + "vec4 base_color = texel * poly_color;\n" \ + "vec4 final_color = base_color;\n" \ + GLSL_SOFTWARE_TINT_EQUATION \ + GLSL_SOFTWARE_FADE_EQUATION \ + "final_color.a = texel.a * poly_color.a;\n" \ + "gl_FragColor = final_color;\n" \ + "}\0" + +// same as above but multiplies results with the lighting value from the +// accompanying vertex shader (stored in gl_Color) +#define GLSL_SOFTWARE_MODEL_FRAGMENT_SHADER \ + "uniform sampler2D tex;\n" \ + "uniform vec4 poly_color;\n" \ + "uniform vec4 tint_color;\n" \ + "uniform vec4 fade_color;\n" \ + "uniform float lighting;\n" \ + "uniform float fade_start;\n" \ + "uniform float fade_end;\n" \ + GLSL_DOOM_COLORMAP \ + GLSL_DOOM_LIGHT_EQUATION \ + "void main(void) {\n" \ + "vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \ + "vec4 base_color = texel * poly_color;\n" \ + "vec4 final_color = base_color;\n" \ + GLSL_SOFTWARE_TINT_EQUATION \ + GLSL_SOFTWARE_FADE_EQUATION \ + "#ifdef MODEL_LIGHTING\n" \ + "final_color *= gl_Color;\n" \ + "#endif\n" \ + "final_color.a = texel.a * poly_color.a;\n" \ + "gl_FragColor = final_color;\n" \ + "}\0" + +// +// Water surface shader +// +// Mostly guesstimated, rather than the rest being built off Software science. +// Still needs to distort things underneath/around the water... +// + +#define GLSL_WATER_FRAGMENT_SHADER \ + "uniform sampler2D tex;\n" \ + "uniform vec4 poly_color;\n" \ + "uniform vec4 tint_color;\n" \ + "uniform vec4 fade_color;\n" \ + "uniform float lighting;\n" \ + "uniform float fade_start;\n" \ + "uniform float fade_end;\n" \ + "uniform float leveltime;\n" \ + "const float freq = 0.025;\n" \ + "const float amp = 0.025;\n" \ + "const float speed = 2.0;\n" \ + "const float pi = 3.14159;\n" \ + GLSL_DOOM_COLORMAP \ + GLSL_DOOM_LIGHT_EQUATION \ + "void main(void) {\n" \ + "float z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \ + "float a = -pi * (z * freq) + (leveltime * speed);\n" \ + "float sdistort = sin(a) * amp;\n" \ + "float cdistort = cos(a) * amp;\n" \ + "vec4 texel = texture2D(tex, vec2(gl_TexCoord[0].s - sdistort, gl_TexCoord[0].t - cdistort));\n" \ + "vec4 base_color = texel * poly_color;\n" \ + "vec4 final_color = base_color;\n" \ + GLSL_SOFTWARE_TINT_EQUATION \ + GLSL_SOFTWARE_FADE_EQUATION \ + "final_color.a = texel.a * poly_color.a;\n" \ + "gl_FragColor = final_color;\n" \ + "}\0" + +// +// Fog block shader +// +// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha +// + +#define GLSL_FOG_FRAGMENT_SHADER \ + "uniform vec4 tint_color;\n" \ + "uniform vec4 fade_color;\n" \ + "uniform float lighting;\n" \ + "uniform float fade_start;\n" \ + "uniform float fade_end;\n" \ + GLSL_DOOM_COLORMAP \ + GLSL_DOOM_LIGHT_EQUATION \ + "void main(void) {\n" \ + "vec4 base_color = gl_Color;\n" \ + "vec4 final_color = base_color;\n" \ + GLSL_SOFTWARE_TINT_EQUATION \ + GLSL_SOFTWARE_FADE_EQUATION \ + "gl_FragColor = final_color;\n" \ + "}\0" + +// +// Sky fragment shader +// Modulates poly_color with gl_Color +// +#define GLSL_SKY_FRAGMENT_SHADER \ + "uniform sampler2D tex;\n" \ + "uniform vec4 poly_color;\n" \ + "void main(void) {\n" \ + "gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * gl_Color * poly_color;\n" \ + "}\0" + +// ================ +// Shader sources +// ================ + +static struct { + const char *vertex; + const char *fragment; +} const gl_shadersources[] = { + // Floor shader + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER}, + + // Wall shader + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER}, + + // Sprite shader + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER}, + + // Model shader + {GLSL_MODEL_VERTEX_SHADER, GLSL_SOFTWARE_MODEL_FRAGMENT_SHADER}, + + // Water shader + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER}, + + // Fog shader + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_FOG_FRAGMENT_SHADER}, + + // Sky shader + {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER}, + + {NULL, NULL}, +}; + +typedef struct +{ + int base_shader; // index of base shader_t + int custom_shader; // index of custom shader_t +} shadertarget_t; + +typedef struct +{ + char *vertex; + char *fragment; + boolean compiled; +} shader_t; // these are in an array and accessed by indices + +// the array has NUMSHADERTARGETS entries for base shaders and for custom shaders +// the array could be expanded in the future to fit "dynamic" custom shaders that +// aren't fixed to shader targets +static shader_t gl_shaders[NUMSHADERTARGETS*2]; + +static shadertarget_t gl_shadertargets[NUMSHADERTARGETS]; + +#define MODEL_LIGHTING_DEFINE "#define MODEL_LIGHTING" + +// Initialize shader variables and the backend's shader system. Load the base shaders. +// Returns false if shaders cannot be used. +boolean HWR_InitShaders(void) +{ + int i; + + if (!HWD.pfnInitShaders()) + return false; + + for (i = 0; i < NUMSHADERTARGETS; i++) + { + // set up string pointers for base shaders + gl_shaders[i].vertex = Z_StrDup(gl_shadersources[i].vertex); + gl_shaders[i].fragment = Z_StrDup(gl_shadersources[i].fragment); + // set shader target indices to correct values + gl_shadertargets[i].base_shader = i; + gl_shadertargets[i].custom_shader = -1; + } + + HWR_CompileShaders(); + + return true; +} + +// helper function: strstr but returns an int with the substring position +// returns INT32_MAX if not found +static INT32 strstr_int(const char *str1, const char *str2) +{ + char *location = strstr(str1, str2); + if (location) + return location - str1; + else + return INT32_MAX; +} + +// Creates a preprocessed copy of the shader according to the current graphics settings +// Returns a pointer to the results on success and NULL on failure. +// Remember memory management of the returned string. +static char *HWR_PreprocessShader(char *original) +{ + const char *line_ending = "\n"; + int line_ending_len; + char *read_pos = original; + int insertion_pos = 0; + int original_len = strlen(original); + int distance_to_end = original_len; + int new_len; + char *new_shader; + char *write_pos; + + if (strstr(original, "\r\n")) + { + line_ending = "\r\n"; + // check that all line endings are same, + // otherwise the parsing code won't function correctly + while ((read_pos = strchr(read_pos, '\n'))) + { + read_pos--; + if (*read_pos != '\r') + { + CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Shader contains mixed line ending types. Please use either only LF (Unix) or only CRLF (Windows) line endings.\n"); + return NULL; + } + read_pos += 2; + } + read_pos = original; + } + + line_ending_len = strlen(line_ending); + + // We need to find a place to put the #define commands. + // To stay within GLSL specs, they must be *after* the #version define, + // if there is any. So we need to look for that. And also let's not + // get fooled if there is a #version inside a comment! + // Time for some string parsing :D + +#define STARTSWITH(str, with_what) !strncmp(str, with_what, sizeof(with_what)-1) +#define ADVANCE(amount) read_pos += amount; distance_to_end -= amount; + while (true) + { + // we're at the start of a line or at the end of a block comment. + // first get any possible whitespace out of the way + int whitespace_len = strspn(read_pos, " \t"); + if (whitespace_len == distance_to_end) + break; // we got to the end + ADVANCE(whitespace_len) + + if (STARTSWITH(read_pos, "#version")) + { + // getting closer + INT32 newline_pos = strstr_int(read_pos, line_ending); + INT32 line_comment_pos = strstr_int(read_pos, "//"); + INT32 block_comment_pos = strstr_int(read_pos, "/*"); + if (newline_pos == INT32_MAX && line_comment_pos == INT32_MAX && + block_comment_pos == INT32_MAX) + { + // #version is at the end of the file. Probably not a valid shader. + CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Shader unexpectedly ends after #version.\n"); + return NULL; + } + else + { + // insert at the earliest occurence of newline or comment after #version + insertion_pos = min(line_comment_pos, block_comment_pos); + insertion_pos = min(newline_pos, insertion_pos); + insertion_pos += read_pos - original; + break; + } + } + else + { + // go to next newline or end of next block comment if it starts before the newline + // and is not inside a line comment + INT32 newline_pos = strstr_int(read_pos, line_ending); + INT32 line_comment_pos; + INT32 block_comment_pos; + // optimization: temporarily put a null at the line ending, so strstr does not needlessly + // look past it since we're only interested in the current line + if (newline_pos != INT32_MAX) + read_pos[newline_pos] = '\0'; + line_comment_pos = strstr_int(read_pos, "//"); + block_comment_pos = strstr_int(read_pos, "/*"); + // restore the line ending, remove the null we just put there + if (newline_pos != INT32_MAX) + read_pos[newline_pos] = line_ending[0]; + if (line_comment_pos < block_comment_pos) + { + // line comment found, skip rest of the line + if (newline_pos != INT32_MAX) + { + ADVANCE(newline_pos + line_ending_len) + } + else + { + // we got to the end + break; + } + } + else if (block_comment_pos < line_comment_pos) + { + // block comment found, skip past it + INT32 block_comment_end; + ADVANCE(block_comment_pos + 2) + block_comment_end = strstr_int(read_pos, "*/"); + if (block_comment_end == INT32_MAX) + { + // could also leave insertion_pos at 0 and let the GLSL compiler + // output an error message for this broken comment + CONS_Alert(CONS_ERROR, "HWR_PreprocessShader: Encountered unclosed block comment in shader.\n"); + return NULL; + } + ADVANCE(block_comment_end + 2) + } + else if (newline_pos == INT32_MAX) + { + // we got to the end + break; + } + else + { + // nothing special on this line, move to the next one + ADVANCE(newline_pos + line_ending_len) + } + } + } +#undef STARTSWITH +#undef ADVANCE + + // Calculate length of modified shader. + new_len = original_len; + if (cv_glmodellighting.value) + new_len += sizeof(MODEL_LIGHTING_DEFINE) - 1 + 2 * line_ending_len; + + // Allocate memory for modified shader. + new_shader = Z_Malloc(new_len + 1, PU_STATIC, NULL); + + read_pos = original; + write_pos = new_shader; + + // Copy the part before our additions. + M_Memcpy(write_pos, original, insertion_pos); + read_pos += insertion_pos; + write_pos += insertion_pos; + + // Write the additions. + if (cv_glmodellighting.value) + { + strcpy(write_pos, line_ending); + write_pos += line_ending_len; + strcpy(write_pos, MODEL_LIGHTING_DEFINE); + write_pos += sizeof(MODEL_LIGHTING_DEFINE) - 1; + strcpy(write_pos, line_ending); + write_pos += line_ending_len; + } + + // Copy the part after our additions. + M_Memcpy(write_pos, read_pos, original_len - insertion_pos); + + // Terminate the new string. + new_shader[new_len] = '\0'; + + return new_shader; +} + +// preprocess and compile shader at gl_shaders[index] +static void HWR_CompileShader(int index) +{ + char *vertex_source = gl_shaders[index].vertex; + char *fragment_source = gl_shaders[index].fragment; + + if (vertex_source) + { + char *preprocessed = HWR_PreprocessShader(vertex_source); + if (!preprocessed) return; + HWD.pfnLoadShader(index, preprocessed, HWD_SHADERSTAGE_VERTEX); + } + if (fragment_source) + { + char *preprocessed = HWR_PreprocessShader(fragment_source); + if (!preprocessed) return; + HWD.pfnLoadShader(index, preprocessed, HWD_SHADERSTAGE_FRAGMENT); + } + + gl_shaders[index].compiled = HWD.pfnCompileShader(index); +} + +// compile or recompile shaders +void HWR_CompileShaders(void) +{ + int i; + + for (i = 0; i < NUMSHADERTARGETS; i++) + { + int custom_index = gl_shadertargets[i].custom_shader; + HWR_CompileShader(i); + if (!gl_shaders[i].compiled) + CONS_Alert(CONS_ERROR, "HWR_CompileShaders: Compilation failed for base %s shader!\n", shaderxlat[i].type); + if (custom_index != -1) + { + HWR_CompileShader(custom_index); + if (!gl_shaders[custom_index].compiled) + CONS_Alert(CONS_ERROR, "HWR_CompileShaders: Recompilation failed for the custom %s shader! See the console messages above for more information.\n", shaderxlat[i].type); + } + } +} + +int HWR_GetShaderFromTarget(int shader_target) +{ + int custom_shader = gl_shadertargets[shader_target].custom_shader; + // use custom shader if following are true + // - custom shader exists + // - custom shader has been compiled successfully + // - custom shaders are enabled + // - custom shaders are allowed by the server + if (custom_shader != -1 && gl_shaders[custom_shader].compiled && + cv_glshaders.value == 1 && cv_glallowshaders.value) + return custom_shader; + else + return gl_shadertargets[shader_target].base_shader; +} + +static inline UINT16 HWR_FindShaderDefs(UINT16 wadnum) +{ + UINT16 i; + lumpinfo_t *lump_p; + + lump_p = wadfiles[wadnum]->lumpinfo; + for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lump_p++) + if (memcmp(lump_p->name, "SHADERS", 7) == 0) + return i; + + return INT16_MAX; +} + +customshaderxlat_t shaderxlat[] = +{ + {"Flat", SHADER_FLOOR}, + {"WallTexture", SHADER_WALL}, + {"Sprite", SHADER_SPRITE}, + {"Model", SHADER_MODEL}, + {"WaterRipple", SHADER_WATER}, + {"Fog", SHADER_FOG}, + {"Sky", SHADER_SKY}, + {NULL, 0}, +}; + +void HWR_LoadAllCustomShaders(void) +{ + INT32 i; + + // read every custom shader + for (i = 0; i < numwadfiles; i++) + HWR_LoadCustomShadersFromFile(i, (wadfiles[i]->type == RET_PK3)); +} + +void HWR_LoadCustomShadersFromFile(UINT16 wadnum, boolean PK3) +{ + UINT16 lump; + char *shaderdef, *line; + char *stoken; + char *value; + size_t size; + int linenum = 1; + int shadertype = 0; + int i; + boolean modified_shaders[NUMSHADERTARGETS] = {0}; + + if (!gl_shadersavailable) + return; + + lump = HWR_FindShaderDefs(wadnum); + if (lump == INT16_MAX) + return; + + shaderdef = W_CacheLumpNumPwad(wadnum, lump, PU_CACHE); + size = W_LumpLengthPwad(wadnum, lump); + + line = Z_Malloc(size+1, PU_STATIC, NULL); + M_Memcpy(line, shaderdef, size); + line[size] = '\0'; + + stoken = strtok(line, "\r\n "); + while (stoken) + { + if ((stoken[0] == '/' && stoken[1] == '/') + || (stoken[0] == '#'))// skip comments + { + stoken = strtok(NULL, "\r\n"); + goto skip_field; + } + + if (!stricmp(stoken, "GLSL")) + { + value = strtok(NULL, "\r\n "); + if (!value) + { + CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + stoken = strtok(NULL, "\r\n"); // skip end of line + goto skip_lump; + } + + if (!stricmp(value, "VERTEX")) + shadertype = 1; + else if (!stricmp(value, "FRAGMENT")) + shadertype = 2; + +skip_lump: + stoken = strtok(NULL, "\r\n "); + linenum++; + } + else + { + value = strtok(NULL, "\r\n= "); + if (!value) + { + CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: Missing shader target (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + stoken = strtok(NULL, "\r\n"); // skip end of line + goto skip_field; + } + + if (!shadertype) + { + CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader type (file %s, line %d)\n", wadfiles[wadnum]->filename, linenum); + Z_Free(line); + return; + } + + for (i = 0; shaderxlat[i].type; i++) + { + if (!stricmp(shaderxlat[i].type, stoken)) + { + size_t shader_string_length; + char *shader_source; + char *shader_lumpname; + UINT16 shader_lumpnum; + int shader_index; // index in gl_shaders + + if (PK3) + { + shader_lumpname = Z_Malloc(strlen(value) + 12, PU_STATIC, NULL); + strcpy(shader_lumpname, "Shaders/sh_"); + strcat(shader_lumpname, value); + shader_lumpnum = W_CheckNumForFullNamePK3(shader_lumpname, wadnum, 0); + } + else + { + shader_lumpname = Z_Malloc(strlen(value) + 4, PU_STATIC, NULL); + strcpy(shader_lumpname, "SH_"); + strcat(shader_lumpname, value); + shader_lumpnum = W_CheckNumForNamePwad(shader_lumpname, wadnum, 0); + } + + if (shader_lumpnum == INT16_MAX) + { + CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: Missing shader source %s (file %s, line %d)\n", shader_lumpname, wadfiles[wadnum]->filename, linenum); + Z_Free(shader_lumpname); + continue; + } + + shader_string_length = W_LumpLengthPwad(wadnum, shader_lumpnum) + 1; + shader_source = Z_Malloc(shader_string_length, PU_STATIC, NULL); + W_ReadLumpPwad(wadnum, shader_lumpnum, shader_source); + shader_source[shader_string_length-1] = '\0'; + + shader_index = shaderxlat[i].id + NUMSHADERTARGETS; + if (!modified_shaders[shaderxlat[i].id]) + { + // this will clear any old custom shaders from previously loaded files + // Z_Free checks if the pointer is NULL! + Z_Free(gl_shaders[shader_index].vertex); + gl_shaders[shader_index].vertex = NULL; + Z_Free(gl_shaders[shader_index].fragment); + gl_shaders[shader_index].fragment = NULL; + } + modified_shaders[shaderxlat[i].id] = true; + + if (shadertype == 1) + { + if (gl_shaders[shader_index].vertex) + { + CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: %s is overwriting another %s vertex shader from the same addon! (file %s, line %d)\n", shader_lumpname, shaderxlat[i].type, wadfiles[wadnum]->filename, linenum); + Z_Free(gl_shaders[shader_index].vertex); + } + gl_shaders[shader_index].vertex = shader_source; + } + else + { + if (gl_shaders[shader_index].fragment) + { + CONS_Alert(CONS_WARNING, "HWR_LoadCustomShadersFromFile: %s is overwriting another %s fragment shader from the same addon! (file %s, line %d)\n", shader_lumpname, shaderxlat[i].type, wadfiles[wadnum]->filename, linenum); + Z_Free(gl_shaders[shader_index].fragment); + } + gl_shaders[shader_index].fragment = shader_source; + } + + Z_Free(shader_lumpname); + } + } + +skip_field: + stoken = strtok(NULL, "\r\n= "); + linenum++; + } + } + + for (i = 0; i < NUMSHADERTARGETS; i++) + { + if (modified_shaders[i]) + { + int shader_index = i + NUMSHADERTARGETS; // index to gl_shaders + gl_shadertargets[i].custom_shader = shader_index; + HWR_CompileShader(shader_index); + if (!gl_shaders[shader_index].compiled) + CONS_Alert(CONS_ERROR, "HWR_LoadCustomShadersFromFile: A compilation error occured for the %s shader in file %s. See the console messages above for more information.\n", shaderxlat[i].type, wadfiles[wadnum]->filename); + } + } + + Z_Free(line); + return; +} + +const char *HWR_GetShaderName(INT32 shader) +{ + INT32 i; + + if (shader) + { + for (i = 0; shaderxlat[i].type; i++) + { + if (shaderxlat[i].id == shader) + return shaderxlat[i].type; + } + + return "Unknown"; + } + + return "Default"; +} + +#endif // HWRENDER diff --git a/src/hardware/r_opengl/r_opengl.c b/src/hardware/r_opengl/r_opengl.c index af06a198fc3f110278c3894ee99a2e0596860e0c..eb7f9e1e44531084ee8f27dbce49989c6a4195ad 100644 --- a/src/hardware/r_opengl/r_opengl.c +++ b/src/hardware/r_opengl/r_opengl.c @@ -598,14 +598,15 @@ typedef enum typedef struct gl_shader_s { + char *vertex_shader; + char *fragment_shader; GLuint program; GLint uniforms[gluniform_max+1]; - boolean custom; } gl_shader_t; static gl_shader_t gl_shaders[HWR_MAXSHADERS]; -static gl_shader_t gl_usershaders[HWR_MAXSHADERS]; -static shadersource_t gl_customshaders[HWR_MAXSHADERS]; + +static gl_shader_t gl_fallback_shader; // 09102020 typedef struct gl_shaderstate_s @@ -621,21 +622,17 @@ static gl_shaderstate_t gl_shaderstate; static INT32 shader_leveltime = 0; // Lactozilla: Shader functions -static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i, const GLchar *vert_shader, const GLchar *frag_shader); +static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i); static void Shader_CompileError(const char *message, GLuint program, INT32 shadernum); static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAFloat *tint, GLRGBAFloat *fade); static GLRGBAFloat shader_defaultcolor = {1.0f, 1.0f, 1.0f, 1.0f}; -// ================ -// Vertex shaders -// ================ - // // Generic vertex shader // -#define GLSL_DEFAULT_VERTEX_SHADER \ +#define GLSL_FALLBACK_VERTEX_SHADER \ "void main()\n" \ "{\n" \ "gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \ @@ -644,226 +641,17 @@ static GLRGBAFloat shader_defaultcolor = {1.0f, 1.0f, 1.0f, 1.0f}; "gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \ "}\0" -// replicates the way fixed function lighting is used by the model lighting option, -// stores the lighting result to gl_Color -// (ambient lighting of 0.75 and diffuse lighting from above) -#define GLSL_MODEL_LIGHTING_VERTEX_SHADER \ - "void main()\n" \ - "{\n" \ - "float nDotVP = dot(gl_Normal, vec3(0, 1, 0));\n" \ - "float light = 0.75 + max(nDotVP, 0.0);\n" \ - "gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \ - "gl_FrontColor = vec4(light, light, light, 1.0);\n" \ - "gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \ - "gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;\n" \ - "}\0" - -// ================== -// Fragment shaders -// ================== - // // Generic fragment shader // -#define GLSL_DEFAULT_FRAGMENT_SHADER \ +#define GLSL_FALLBACK_FRAGMENT_SHADER \ "uniform sampler2D tex;\n" \ "uniform vec4 poly_color;\n" \ "void main(void) {\n" \ "gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * poly_color;\n" \ "}\0" -// -// Software fragment shader -// - -#define GLSL_DOOM_COLORMAP \ - "float R_DoomColormap(float light, float z)\n" \ - "{\n" \ - "float lightnum = clamp(light / 17.0, 0.0, 15.0);\n" \ - "float lightz = clamp(z / 16.0, 0.0, 127.0);\n" \ - "float startmap = (15.0 - lightnum) * 4.0;\n" \ - "float scale = 160.0 / (lightz + 1.0);\n" \ - "return startmap - scale * 0.5;\n" \ - "}\n" - -#define GLSL_DOOM_LIGHT_EQUATION \ - "float R_DoomLightingEquation(float light)\n" \ - "{\n" \ - "float z = gl_FragCoord.z / gl_FragCoord.w;\n" \ - "float colormap = floor(R_DoomColormap(light, z)) + 0.5;\n" \ - "return clamp(colormap, 0.0, 31.0) / 32.0;\n" \ - "}\n" - -#define GLSL_SOFTWARE_TINT_EQUATION \ - "if (tint_color.a > 0.0) {\n" \ - "float color_bright = sqrt((base_color.r * base_color.r) + (base_color.g * base_color.g) + (base_color.b * base_color.b));\n" \ - "float strength = sqrt(9.0 * tint_color.a);\n" \ - "final_color.r = clamp((color_bright * (tint_color.r * strength)) + (base_color.r * (1.0 - strength)), 0.0, 1.0);\n" \ - "final_color.g = clamp((color_bright * (tint_color.g * strength)) + (base_color.g * (1.0 - strength)), 0.0, 1.0);\n" \ - "final_color.b = clamp((color_bright * (tint_color.b * strength)) + (base_color.b * (1.0 - strength)), 0.0, 1.0);\n" \ - "}\n" - -#define GLSL_SOFTWARE_FADE_EQUATION \ - "float darkness = R_DoomLightingEquation(lighting);\n" \ - "if (fade_start != 0.0 || fade_end != 31.0) {\n" \ - "float fs = fade_start / 31.0;\n" \ - "float fe = fade_end / 31.0;\n" \ - "float fd = fe - fs;\n" \ - "darkness = clamp((darkness - fs) * (1.0 / fd), 0.0, 1.0);\n" \ - "}\n" \ - "final_color = mix(final_color, fade_color, darkness);\n" - -#define GLSL_SOFTWARE_FRAGMENT_SHADER \ - "uniform sampler2D tex;\n" \ - "uniform vec4 poly_color;\n" \ - "uniform vec4 tint_color;\n" \ - "uniform vec4 fade_color;\n" \ - "uniform float lighting;\n" \ - "uniform float fade_start;\n" \ - "uniform float fade_end;\n" \ - GLSL_DOOM_COLORMAP \ - GLSL_DOOM_LIGHT_EQUATION \ - "void main(void) {\n" \ - "vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \ - "vec4 base_color = texel * poly_color;\n" \ - "vec4 final_color = base_color;\n" \ - GLSL_SOFTWARE_TINT_EQUATION \ - GLSL_SOFTWARE_FADE_EQUATION \ - "final_color.a = texel.a * poly_color.a;\n" \ - "gl_FragColor = final_color;\n" \ - "}\0" - -// same as above but multiplies results with the lighting value from the -// accompanying vertex shader (stored in gl_Color) -#define GLSL_SOFTWARE_MODEL_LIGHTING_FRAGMENT_SHADER \ - "uniform sampler2D tex;\n" \ - "uniform vec4 poly_color;\n" \ - "uniform vec4 tint_color;\n" \ - "uniform vec4 fade_color;\n" \ - "uniform float lighting;\n" \ - "uniform float fade_start;\n" \ - "uniform float fade_end;\n" \ - GLSL_DOOM_COLORMAP \ - GLSL_DOOM_LIGHT_EQUATION \ - "void main(void) {\n" \ - "vec4 texel = texture2D(tex, gl_TexCoord[0].st);\n" \ - "vec4 base_color = texel * poly_color;\n" \ - "vec4 final_color = base_color;\n" \ - GLSL_SOFTWARE_TINT_EQUATION \ - GLSL_SOFTWARE_FADE_EQUATION \ - "final_color *= gl_Color;\n" \ - "final_color.a = texel.a * poly_color.a;\n" \ - "gl_FragColor = final_color;\n" \ - "}\0" - -// -// Water surface shader -// -// Mostly guesstimated, rather than the rest being built off Software science. -// Still needs to distort things underneath/around the water... -// - -#define GLSL_WATER_FRAGMENT_SHADER \ - "uniform sampler2D tex;\n" \ - "uniform vec4 poly_color;\n" \ - "uniform vec4 tint_color;\n" \ - "uniform vec4 fade_color;\n" \ - "uniform float lighting;\n" \ - "uniform float fade_start;\n" \ - "uniform float fade_end;\n" \ - "uniform float leveltime;\n" \ - "const float freq = 0.025;\n" \ - "const float amp = 0.025;\n" \ - "const float speed = 2.0;\n" \ - "const float pi = 3.14159;\n" \ - GLSL_DOOM_COLORMAP \ - GLSL_DOOM_LIGHT_EQUATION \ - "void main(void) {\n" \ - "float z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \ - "float a = -pi * (z * freq) + (leveltime * speed);\n" \ - "float sdistort = sin(a) * amp;\n" \ - "float cdistort = cos(a) * amp;\n" \ - "vec4 texel = texture2D(tex, vec2(gl_TexCoord[0].s - sdistort, gl_TexCoord[0].t - cdistort));\n" \ - "vec4 base_color = texel * poly_color;\n" \ - "vec4 final_color = base_color;\n" \ - GLSL_SOFTWARE_TINT_EQUATION \ - GLSL_SOFTWARE_FADE_EQUATION \ - "final_color.a = texel.a * poly_color.a;\n" \ - "gl_FragColor = final_color;\n" \ - "}\0" - -// -// Fog block shader -// -// Alpha of the planes themselves are still slightly off -- see HWR_FogBlockAlpha -// - -#define GLSL_FOG_FRAGMENT_SHADER \ - "uniform vec4 tint_color;\n" \ - "uniform vec4 fade_color;\n" \ - "uniform float lighting;\n" \ - "uniform float fade_start;\n" \ - "uniform float fade_end;\n" \ - GLSL_DOOM_COLORMAP \ - GLSL_DOOM_LIGHT_EQUATION \ - "void main(void) {\n" \ - "vec4 base_color = gl_Color;\n" \ - "vec4 final_color = base_color;\n" \ - GLSL_SOFTWARE_TINT_EQUATION \ - GLSL_SOFTWARE_FADE_EQUATION \ - "gl_FragColor = final_color;\n" \ - "}\0" - -// -// Sky fragment shader -// Modulates poly_color with gl_Color -// -#define GLSL_SKY_FRAGMENT_SHADER \ - "uniform sampler2D tex;\n" \ - "uniform vec4 poly_color;\n" \ - "void main(void) {\n" \ - "gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * gl_Color * poly_color;\n" \ - "}\0" - -// ================ -// Shader sources -// ================ - -static struct { - const char *vertex; - const char *fragment; -} const gl_shadersources[] = { - // Default shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_DEFAULT_FRAGMENT_SHADER}, - - // Floor shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER}, - - // Wall shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER}, - - // Sprite shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER}, - - // Model shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SOFTWARE_FRAGMENT_SHADER}, - - // Model shader + diffuse lighting from above - {GLSL_MODEL_LIGHTING_VERTEX_SHADER, GLSL_SOFTWARE_MODEL_LIGHTING_FRAGMENT_SHADER}, - - // Water shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_WATER_FRAGMENT_SHADER}, - - // Fog shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_FOG_FRAGMENT_SHADER}, - - // Sky shader - {GLSL_DEFAULT_VERTEX_SHADER, GLSL_SKY_FRAGMENT_SHADER}, - - {NULL, NULL}, -}; - #endif // GL_SHADERS void SetupGLFunc4(void) @@ -910,59 +698,75 @@ void SetupGLFunc4(void) pgluBuild2DMipmaps = GetGLFunc("gluBuild2DMipmaps"); } -EXPORT boolean HWRAPI(CompileShaders) (void) +EXPORT boolean HWRAPI(InitShaders) (void) { #ifdef GL_SHADERS - GLint i; - if (!pglUseProgram) return false; + + gl_fallback_shader.vertex_shader = Z_StrDup(GLSL_FALLBACK_VERTEX_SHADER); + gl_fallback_shader.fragment_shader = Z_StrDup(GLSL_FALLBACK_FRAGMENT_SHADER); - gl_customshaders[SHADER_DEFAULT].vertex = NULL; - gl_customshaders[SHADER_DEFAULT].fragment = NULL; - - for (i = 0; gl_shadersources[i].vertex && gl_shadersources[i].fragment; i++) + if (!Shader_CompileProgram(&gl_fallback_shader, -1)) { - gl_shader_t *shader, *usershader; - const GLchar *vert_shader = gl_shadersources[i].vertex; - const GLchar *frag_shader = gl_shadersources[i].fragment; + GL_MSG_Error("Failed to compile the fallback shader program!\n"); + return false; + } - if (i >= HWR_MAXSHADERS) - break; + return true; +#else + return false; +#endif +} - shader = &gl_shaders[i]; - usershader = &gl_usershaders[i]; +EXPORT void HWRAPI(LoadShader) (int slot, char *code, hwdshaderstage_t stage) +{ +#ifdef GL_SHADERS + gl_shader_t *shader; + + if (slot < 0 || slot >= HWR_MAXSHADERS) + I_Error("LoadShader: Invalid slot %d", slot); - if (shader->program) - pglDeleteProgram(shader->program); - if (usershader->program) - pglDeleteProgram(usershader->program); + shader = &gl_shaders[slot]; - shader->program = 0; - usershader->program = 0; +#define LOADSHADER(source) { \ + if (shader->source) \ + Z_Free(shader->source); \ + shader->source = code; \ + } - if (!Shader_CompileProgram(shader, i, vert_shader, frag_shader)) - shader->program = 0; + if (stage == HWD_SHADERSTAGE_VERTEX) + LOADSHADER(vertex_shader) + else if (stage == HWD_SHADERSTAGE_FRAGMENT) + LOADSHADER(fragment_shader) + else + I_Error("LoadShader: invalid shader stage"); - // Compile custom shader - if ((i == SHADER_DEFAULT) || !(gl_customshaders[i].vertex || gl_customshaders[i].fragment)) - continue; +#undef LOADSHADER +#else + (void)slot; + (void)code; + (void)stage; +#endif +} - // 18032019 - if (gl_customshaders[i].vertex) - vert_shader = gl_customshaders[i].vertex; - if (gl_customshaders[i].fragment) - frag_shader = gl_customshaders[i].fragment; +EXPORT boolean HWRAPI(CompileShader) (int slot) +{ +#ifdef GL_SHADERS + if (slot < 0 || slot >= HWR_MAXSHADERS) + I_Error("CompileShader: Invalid slot %d", slot); - if (!Shader_CompileProgram(usershader, i, vert_shader, frag_shader)) - { - GL_MSG_Warning("CompileShaders: Could not compile custom shader program for %s\n", HWR_GetShaderName(i)); - usershader->program = 0; - } + if (Shader_CompileProgram(&gl_shaders[slot], slot)) + { + return true; + } + else + { + gl_shaders[slot].program = 0; + return false; } - - return true; #else + (void)slot; return false; #endif } @@ -989,84 +793,31 @@ EXPORT void HWRAPI(SetShaderInfo) (hwdshaderinfo_t info, INT32 value) #endif } -// -// Custom shader loading -// -EXPORT void HWRAPI(LoadCustomShader) (int number, char *code, size_t size, boolean isfragment) -{ -#ifdef GL_SHADERS - shadersource_t *shader; - - if (!pglUseProgram) - return; - - if (number < 1 || number > HWR_MAXSHADERS) - I_Error("LoadCustomShader: cannot load shader %d (min 1, max %d)", number, HWR_MAXSHADERS); - else if (code == NULL) - I_Error("LoadCustomShader: empty shader"); - - shader = &gl_customshaders[number]; - -#define COPYSHADER(source) { \ - if (shader->source) \ - free(shader->source); \ - shader->source = malloc(size+1); \ - strncpy(shader->source, code, size); \ - shader->source[size] = 0; \ - } - - if (isfragment) - COPYSHADER(fragment) - else - COPYSHADER(vertex) - -#else - (void)number; - (void)shader; - (void)size; - (void)fragment; -#endif -} - -EXPORT void HWRAPI(SetShader) (int type) +EXPORT void HWRAPI(SetShader) (int slot) { #ifdef GL_SHADERS if (gl_allowshaders != HWD_SHADEROPTION_OFF) { - gl_shader_t *shader = gl_shaderstate.current; + gl_shader_t *next_shader = &gl_shaders[slot]; // the gl_shader_t we are going to switch to - // If using model lighting, set the appropriate shader. - // However don't override a custom shader. - if (type == SHADER_MODEL && model_lighting - && !(gl_shaders[SHADER_MODEL].custom && !gl_shaders[SHADER_MODEL_LIGHTING].custom)) - type = SHADER_MODEL_LIGHTING; + if (!next_shader->program) + next_shader = &gl_fallback_shader; // unusable shader, use fallback instead - if ((shader == NULL) || (GLuint)type != gl_shaderstate.type) + // update gl_shaderstate if an actual shader switch is needed + if (gl_shaderstate.current != next_shader) { - gl_shader_t *baseshader = &gl_shaders[type]; - gl_shader_t *usershader = &gl_usershaders[type]; - - if (usershader->program) - shader = (gl_allowshaders == HWD_SHADEROPTION_NOCUSTOM) ? baseshader : usershader; - else - shader = baseshader; - - gl_shaderstate.current = shader; - gl_shaderstate.type = type; + gl_shaderstate.current = next_shader; + gl_shaderstate.program = next_shader->program; + gl_shaderstate.type = slot; gl_shaderstate.changed = true; } - if (gl_shaderstate.program != shader->program) - { - gl_shaderstate.program = shader->program; - gl_shaderstate.changed = true; - } + gl_shadersenabled = true; - gl_shadersenabled = (shader->program != 0); return; } #else - (void)type; + (void)slot; #endif gl_shadersenabled = false; } @@ -1085,25 +836,6 @@ EXPORT void HWRAPI(UnSetShader) (void) gl_shadersenabled = false; } -EXPORT void HWRAPI(CleanShaders) (void) -{ - INT32 i; - - for (i = 1; i < HWR_MAXSHADERS; i++) - { - shadersource_t *shader = &gl_customshaders[i]; - - if (shader->vertex) - free(shader->vertex); - - if (shader->fragment) - free(shader->fragment); - - shader->vertex = NULL; - shader->fragment = NULL; - } -} - // -----------------+ // SetNoTexture : Disable texture // -----------------+ @@ -2052,69 +1784,91 @@ static void Shader_SetUniforms(FSurfaceInfo *Surface, GLRGBAFloat *poly, GLRGBAF #endif } -static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i, const GLchar *vert_shader, const GLchar *frag_shader) +static boolean Shader_CompileProgram(gl_shader_t *shader, GLint i) { - GLuint gl_vertShader, gl_fragShader; + GLuint gl_vertShader = 0; + GLuint gl_fragShader = 0; GLint result; + const GLchar *vert_shader = shader->vertex_shader; + const GLchar *frag_shader = shader->fragment_shader; - // - // Load and compile vertex shader - // - gl_vertShader = pglCreateShader(GL_VERTEX_SHADER); - if (!gl_vertShader) + if (shader->program) + pglDeleteProgram(shader->program); + + if (!vert_shader && !frag_shader) { - GL_MSG_Error("Shader_CompileProgram: Error creating vertex shader %s\n", HWR_GetShaderName(i)); + GL_MSG_Error("Shader_CompileProgram: Missing shaders for shader program %s\n", HWR_GetShaderName(i)); return false; } - pglShaderSource(gl_vertShader, 1, &vert_shader, NULL); - pglCompileShader(gl_vertShader); - - // check for compile errors - pglGetShaderiv(gl_vertShader, GL_COMPILE_STATUS, &result); - if (result == GL_FALSE) + if (vert_shader) { - Shader_CompileError("Error compiling vertex shader", gl_vertShader, i); - pglDeleteShader(gl_vertShader); - return false; + // + // Load and compile vertex shader + // + gl_vertShader = pglCreateShader(GL_VERTEX_SHADER); + if (!gl_vertShader) + { + GL_MSG_Error("Shader_CompileProgram: Error creating vertex shader %s\n", HWR_GetShaderName(i)); + return false; + } + + pglShaderSource(gl_vertShader, 1, &vert_shader, NULL); + pglCompileShader(gl_vertShader); + + // check for compile errors + pglGetShaderiv(gl_vertShader, GL_COMPILE_STATUS, &result); + if (result == GL_FALSE) + { + Shader_CompileError("Error compiling vertex shader", gl_vertShader, i); + pglDeleteShader(gl_vertShader); + return false; + } } - // - // Load and compile fragment shader - // - gl_fragShader = pglCreateShader(GL_FRAGMENT_SHADER); - if (!gl_fragShader) + if (frag_shader) { - GL_MSG_Error("Shader_CompileProgram: Error creating fragment shader %s\n", HWR_GetShaderName(i)); - pglDeleteShader(gl_vertShader); - pglDeleteShader(gl_fragShader); - return false; - } + // + // Load and compile fragment shader + // + gl_fragShader = pglCreateShader(GL_FRAGMENT_SHADER); + if (!gl_fragShader) + { + GL_MSG_Error("Shader_CompileProgram: Error creating fragment shader %s\n", HWR_GetShaderName(i)); + pglDeleteShader(gl_vertShader); + pglDeleteShader(gl_fragShader); + return false; + } - pglShaderSource(gl_fragShader, 1, &frag_shader, NULL); - pglCompileShader(gl_fragShader); + pglShaderSource(gl_fragShader, 1, &frag_shader, NULL); + pglCompileShader(gl_fragShader); - // check for compile errors - pglGetShaderiv(gl_fragShader, GL_COMPILE_STATUS, &result); - if (result == GL_FALSE) - { - Shader_CompileError("Error compiling fragment shader", gl_fragShader, i); - pglDeleteShader(gl_vertShader); - pglDeleteShader(gl_fragShader); - return false; + // check for compile errors + pglGetShaderiv(gl_fragShader, GL_COMPILE_STATUS, &result); + if (result == GL_FALSE) + { + Shader_CompileError("Error compiling fragment shader", gl_fragShader, i); + pglDeleteShader(gl_vertShader); + pglDeleteShader(gl_fragShader); + return false; + } } shader->program = pglCreateProgram(); - pglAttachShader(shader->program, gl_vertShader); - pglAttachShader(shader->program, gl_fragShader); + if (vert_shader) + pglAttachShader(shader->program, gl_vertShader); + if (frag_shader) + pglAttachShader(shader->program, gl_fragShader); pglLinkProgram(shader->program); // check link status pglGetProgramiv(shader->program, GL_LINK_STATUS, &result); // delete the shader objects - pglDeleteShader(gl_vertShader); - pglDeleteShader(gl_fragShader); + if (vert_shader) + pglDeleteShader(gl_vertShader); + if (frag_shader) + pglDeleteShader(gl_fragShader); // couldn't link? if (result != GL_TRUE) diff --git a/src/hardware/r_opengl/r_opengl.h b/src/hardware/r_opengl/r_opengl.h index f44e0818bbeff0cae3160cd788d67b11587e7961..f7e33c46aa36b9c416a80dc9158c5c7321fb78d0 100644 --- a/src/hardware/r_opengl/r_opengl.h +++ b/src/hardware/r_opengl/r_opengl.h @@ -46,6 +46,7 @@ #define _CREATE_DLL_ // necessary for Unix AND Windows #include "../../doomdef.h" #include "../hw_drv.h" +#include "../../z_zone.h" // ========================================================================== // DEFINITIONS diff --git a/src/sdl/Srb2SDL-vc10.vcxproj b/src/sdl/Srb2SDL-vc10.vcxproj index d46a4af2b0d89ea1dc93b0573e4ef1d6a32665b4..503b47a05d375bc90df839863d39b4f13954ef67 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj +++ b/src/sdl/Srb2SDL-vc10.vcxproj @@ -392,6 +392,7 @@ <ClCompile Include="..\hardware\hw_md2load.c" /> <ClCompile Include="..\hardware\hw_md3load.c" /> <ClCompile Include="..\hardware\hw_model.c" /> + <ClCompile Include="..\hardware\hw_shaders.c" /> <ClCompile Include="..\hardware\r_opengl\r_opengl.c" /> <ClCompile Include="..\hardware\u_list.c" /> <ClCompile Include="..\hu_stuff.c" /> diff --git a/src/sdl/Srb2SDL-vc10.vcxproj.filters b/src/sdl/Srb2SDL-vc10.vcxproj.filters index adae2f446dbde8267e375bb794eacc50bed9c663..65b5661ff6057895e9cca0103f5da21527e59886 100644 --- a/src/sdl/Srb2SDL-vc10.vcxproj.filters +++ b/src/sdl/Srb2SDL-vc10.vcxproj.filters @@ -684,6 +684,9 @@ <ClCompile Include="..\hardware\hw_model.c"> <Filter>Hw_Hardware</Filter> </ClCompile> + <ClCompile Include="..\hardware\hw_shaders.c"> + <Filter>Hw_Hardware</Filter> + </ClCompile> <ClCompile Include="..\hardware\u_list.c"> <Filter>Hw_Hardware</Filter> </ClCompile> diff --git a/src/sdl/hwsym_sdl.c b/src/sdl/hwsym_sdl.c index 96e3d7d6926ef23771c8dcf489b4d8d2a16c0a1c..e0c90cef44dda445dffc24a0fb1c056133e19ee6 100644 --- a/src/sdl/hwsym_sdl.c +++ b/src/sdl/hwsym_sdl.c @@ -105,13 +105,13 @@ void *hwSym(const char *funcName,void *handle) GETFUNC(MakeScreenFinalTexture); GETFUNC(DrawScreenFinalTexture); - GETFUNC(CompileShaders); - GETFUNC(CleanShaders); + GETFUNC(InitShaders); + GETFUNC(LoadShader); + GETFUNC(CompileShader); GETFUNC(SetShader); GETFUNC(UnSetShader); GETFUNC(SetShaderInfo); - GETFUNC(LoadCustomShader); #else //HWRENDER if (0 == strcmp("FinishUpdate", funcName)) diff --git a/src/sdl/i_video.c b/src/sdl/i_video.c index 0ed10463fc79734e004abdfdb960d56630168abf..5aaf97b1059d00373a9125e65845aa21fb9d35bb 100644 --- a/src/sdl/i_video.c +++ b/src/sdl/i_video.c @@ -1878,13 +1878,13 @@ void VID_StartupOpenGL(void) HWD.pfnMakeScreenFinalTexture=hwSym("MakeScreenFinalTexture",NULL); HWD.pfnDrawScreenFinalTexture=hwSym("DrawScreenFinalTexture",NULL); - HWD.pfnCompileShaders = hwSym("CompileShaders",NULL); - HWD.pfnCleanShaders = hwSym("CleanShaders",NULL); + HWD.pfnInitShaders = hwSym("InitShaders",NULL); + HWD.pfnLoadShader = hwSym("LoadShader",NULL); + HWD.pfnCompileShader = hwSym("CompileShader",NULL); HWD.pfnSetShader = hwSym("SetShader",NULL); HWD.pfnUnSetShader = hwSym("UnSetShader",NULL); HWD.pfnSetShaderInfo = hwSym("SetShaderInfo",NULL); - HWD.pfnLoadCustomShader = hwSym("LoadCustomShader",NULL); vid.glstate = HWD.pfnInit() ? VID_GL_LIBRARY_LOADED : VID_GL_LIBRARY_ERROR; // let load the OpenGL library diff --git a/src/w_wad.c b/src/w_wad.c index 6149aec6e756adea77cf9e0662de22042930b17a..7f6908ab4c60342661809cff2d37b11e9f49ed39 100644 --- a/src/w_wad.c +++ b/src/w_wad.c @@ -859,10 +859,7 @@ UINT16 W_InitFile(const char *filename, boolean mainfile, boolean startup) #ifdef HWRENDER // Read shaders from file if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED)) - { HWR_LoadCustomShadersFromFile(numwadfiles - 1, (type == RET_PK3)); - HWR_CompileShaders(); - } #endif // HWRENDER // TODO: HACK ALERT - Load Lua & SOC stuff right here. I feel like this should be out of this place, but... Let's stick with this for now.