diff options
Diffstat (limited to 'src/rend2/tr_glsl.c')
-rw-r--r-- | src/rend2/tr_glsl.c | 1932 |
1 files changed, 0 insertions, 1932 deletions
diff --git a/src/rend2/tr_glsl.c b/src/rend2/tr_glsl.c deleted file mode 100644 index ccfea909..00000000 --- a/src/rend2/tr_glsl.c +++ /dev/null @@ -1,1932 +0,0 @@ -/* -=========================================================================== -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" - -void GLSL_BindNullProgram(void); - -extern const char *fallbackShader_bokeh_vp; -extern const char *fallbackShader_bokeh_fp; -extern const char *fallbackShader_calclevels4x_vp; -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; -extern const char *fallbackShader_tonemap_vp; -extern const char *fallbackShader_tonemap_fp; - -static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly) -{ - char *msg; - static char msgPart[1024]; - int maxLength = 0; - int i; - int printLevel = developerOnly ? PRINT_DEVELOPER : PRINT_ALL; - - qglGetObjectParameterivARB(object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength); - - if (maxLength <= 0) - { - ri.Printf(printLevel, "No compile log.\n"); - return; - } - - ri.Printf(printLevel, "compile log:\n"); - - if (maxLength < 1023) - { - qglGetInfoLogARB(object, maxLength, &maxLength, msgPart); - - msgPart[maxLength + 1] = '\0'; - - ri.Printf(printLevel, "%s\n", msgPart); - } - else - { - msg = ri.Malloc(maxLength); - - qglGetInfoLogARB(object, maxLength, &maxLength, msg); - - for(i = 0; i < maxLength; i += 1024) - { - Q_strncpyz(msgPart, msg + i, sizeof(msgPart)); - - ri.Printf(printLevel, "%s\n", msgPart); - } - - ri.Free(msg); - } -} - -static void GLSL_PrintShaderSource(GLhandleARB object) -{ - char *msg; - static char msgPart[1024]; - int maxLength = 0; - int i; - - qglGetObjectParameterivARB(object, GL_OBJECT_SHADER_SOURCE_LENGTH_ARB, &maxLength); - - msg = ri.Malloc(maxLength); - - qglGetShaderSourceARB(object, maxLength, &maxLength, msg); - - for(i = 0; i < maxLength; i += 1024) - { - Q_strncpyz(msgPart, msg + i, sizeof(msgPart)); - ri.Printf(PRINT_ALL, "%s\n", msgPart); - } - - ri.Free(msg); -} - -static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *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)) - { - Q_strcat(dest, size, "#version 130\n"); - - if(shaderType == GL_VERTEX_SHADER_ARB) - { - 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"); - } - } - else - { - Q_strcat(dest, size, "#version 120\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 3.14159265358979323846f\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" - "#define AGEN_FRESNEL %i\n" - "#endif\n", - AGEN_LIGHTING_SPECULAR, - AGEN_PORTAL, - AGEN_FRESNEL)); - - Q_strcat(dest, size, - va("#ifndef texenv_t\n" - "#define texenv_t\n" - "#define TEXENV_MODULATE %i\n" - "#define TEXENV_ADD %i\n" - "#define TEXENV_REPLACE %i\n" - "#endif\n", - GL_MODULATE, - GL_ADD, - GL_REPLACE)); - - 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 (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(GLhandleARB program, GLhandleARB *prevShader, const GLcharARB *buffer, int size, GLenum shaderType) -{ - GLint compiled; - GLhandleARB shader; - - shader = qglCreateShaderObjectARB(shaderType); - - qglShaderSourceARB(shader, 1, (const GLcharARB **)&buffer, &size); - - // compile shader - qglCompileShaderARB(shader); - - // check if shader compiled - qglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled); - if(!compiled) - { - GLSL_PrintShaderSource(shader); - GLSL_PrintInfoLog(shader, qfalse); - ri.Error(ERR_DROP, "Couldn't compile shader"); - return 0; - } - - //GLSL_PrintInfoLog(shader, qtrue); - //GLSL_PrintShaderSource(shader); - - if (*prevShader) - { - qglDetachObjectARB(program, *prevShader); - qglDeleteObjectARB(*prevShader); - } - - // attach shader to program - qglAttachObjectARB(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]; - GLcharARB *buffer = NULL; - const GLcharARB *shaderText = NULL; - int size; - int result; - - if(shaderType == GL_VERTEX_SHADER_ARB) - { - Com_sprintf(filename, sizeof(filename), "glsl/%s_vp.glsl", name); - } - else - { - Com_sprintf(filename, sizeof(filename), "glsl/%s_fp.glsl", name); - } - - ri.Printf(PRINT_DEVELOPER, "...loading '%s'\n", filename); - size = ri.FS_ReadFile(filename, (void **)&buffer); - if(!buffer) - { - if (fallback) - { - ri.Printf(PRINT_DEVELOPER, "couldn't load, using fallback\n"); - shaderText = fallback; - size = strlen(shaderText); - } - else - { - ri.Printf(PRINT_DEVELOPER, "couldn't load!\n"); - return 0; - } - } - else - { - 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(GLhandleARB program) -{ - GLint linked; - - qglLinkProgramARB(program); - - qglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &linked); - if(!linked) - { - GLSL_PrintInfoLog(program, qfalse); - ri.Error(ERR_DROP, "\nshaders failed to link"); - } -} - -static void GLSL_ValidateProgram(GLhandleARB program) -{ - GLint validated; - - qglValidateProgramARB(program); - - qglGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated); - if(!validated) - { - GLSL_PrintInfoLog(program, qfalse); - ri.Error(ERR_DROP, "\nshaders failed to validate"); - } -} - -static void GLSL_ShowProgramUniforms(GLhandleARB program) -{ - int i, count, size; - GLenum type; - char uniformName[1000]; - - // install the executables in the program object as part of current state. - qglUseProgramObjectARB(program); - - // check for GL Errors - - // query the number of active uniforms - qglGetObjectParameterivARB(program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count); - - // Loop over each of the active uniforms, and set their value - for(i = 0; i < count; i++) - { - qglGetActiveUniformARB(program, i, sizeof(uniformName), NULL, &size, &type, uniformName); - - ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName); - } - - qglUseProgramObjectARB(0); -} - -static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode, int numUniforms) -{ - 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 = qglCreateProgramObjectARB(); - program->attribs = attribs; - - if (!(GLSL_CompileGPUShader(program->program, &program->vertexShader, vpCode, strlen(vpCode), GL_VERTEX_SHADER_ARB))) - { - ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_VERTEX_SHADER_ARB\n", name); - qglDeleteObjectARB(program->program); - return 0; - } - - if(fpCode) - { - if(!(GLSL_CompileGPUShader(program->program, &program->fragmentShader, fpCode, strlen(fpCode), GL_FRAGMENT_SHADER_ARB))) - { - ri.Printf(PRINT_ALL, "GLSL_InitGPUShader2: Unable to load \"%s\" as GL_FRAGMENT_SHADER_ARB\n", name); - qglDeleteObjectARB(program->program); - return 0; - } - } - - if(attribs & ATTR_POSITION) - qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION, "attr_Position"); - - if(attribs & ATTR_TEXCOORD) - qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD0, "attr_TexCoord0"); - - if(attribs & ATTR_LIGHTCOORD) - qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD1, "attr_TexCoord1"); - -// if(attribs & ATTR_TEXCOORD2) -// qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD2, "attr_TexCoord2"); - -// if(attribs & ATTR_TEXCOORD3) -// qglBindAttribLocationARB(program->program, ATTR_INDEX_TEXCOORD3, "attr_TexCoord3"); - -#ifdef USE_VERT_TANGENT_SPACE - if(attribs & ATTR_TANGENT) - qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT, "attr_Tangent"); - - if(attribs & ATTR_BITANGENT) - qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT, "attr_Bitangent"); -#endif - - if(attribs & ATTR_NORMAL) - qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL, "attr_Normal"); - - if(attribs & ATTR_COLOR) - qglBindAttribLocationARB(program->program, ATTR_INDEX_COLOR, "attr_Color"); - - if(attribs & ATTR_PAINTCOLOR) - qglBindAttribLocationARB(program->program, ATTR_INDEX_PAINTCOLOR, "attr_PaintColor"); - - if(attribs & ATTR_LIGHTDIRECTION) - qglBindAttribLocationARB(program->program, ATTR_INDEX_LIGHTDIRECTION, "attr_LightDirection"); - - if(attribs & ATTR_POSITION2) - qglBindAttribLocationARB(program->program, ATTR_INDEX_POSITION2, "attr_Position2"); - - if(attribs & ATTR_NORMAL2) - qglBindAttribLocationARB(program->program, ATTR_INDEX_NORMAL2, "attr_Normal2"); - -#ifdef USE_VERT_TANGENT_SPACE - if(attribs & ATTR_TANGENT2) - qglBindAttribLocationARB(program->program, ATTR_INDEX_TANGENT2, "attr_Tangent2"); - - if(attribs & ATTR_BITANGENT2) - qglBindAttribLocationARB(program->program, ATTR_INDEX_BITANGENT2, "attr_Bitangent2"); -#endif - - GLSL_LinkProgram(program->program); - - program->numUniforms = numUniforms; - - { - int i, size; - - size = sizeof(*program->uniforms) * numUniforms; - program->uniforms = ri.Malloc(size); - for (i = 0; i < numUniforms; i++) - { - program->uniforms[i] = -1; - } - - size = sizeof(*program->uniformTypes) * numUniforms; - program->uniformTypes = ri.Malloc(size); - memset(program->uniformTypes, 0, size); - - size = sizeof(*program->uniformBufferOffsets) * numUniforms; - program->uniformBufferOffsets = ri.Malloc(size); - memset(program->uniformBufferOffsets, 0, size); - } - - return 1; -} - -static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name, - int attribs, qboolean fragmentShader, const GLcharARB *extra, qboolean addHeader, - const char *fallback_vp, const char *fallback_fp, int numUniforms) -{ - char vpCode[32000]; - char fpCode[32000]; - char *postHeader; - int size; - int result; - - size = sizeof(vpCode); - if (addHeader) - { - GLSL_GetShaderHeader(GL_VERTEX_SHADER_ARB, extra, vpCode, size); - postHeader = &vpCode[strlen(vpCode)]; - size -= strlen(vpCode); - } - else - { - postHeader = &vpCode[0]; - } - - if (!GLSL_LoadGPUShaderText(name, fallback_vp, GL_VERTEX_SHADER_ARB, postHeader, size)) - { - return 0; - } - - if (fragmentShader) - { - size = sizeof(fpCode); - if (addHeader) - { - GLSL_GetShaderHeader(GL_FRAGMENT_SHADER_ARB, extra, fpCode, size); - postHeader = &fpCode[strlen(fpCode)]; - size -= strlen(fpCode); - } - else - { - postHeader = &fpCode[0]; - } - - if (!GLSL_LoadGPUShaderText(name, fallback_fp, GL_FRAGMENT_SHADER_ARB, postHeader, size)) - { - return 0; - } - } - - result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL, numUniforms); - - return result; -} - -// intentionally deceiving the user here, not actually setting the names but getting their indexes. -void GLSL_AddUniform(shaderProgram_t *program, int uniformNum, const char *name, int type) -{ - GLint *uniforms = program->uniforms; - - uniforms[uniformNum] = qglGetUniformLocationARB(program->program, name); - program->uniformTypes[uniformNum] = type; -} - -void GLSL_EndUniforms(shaderProgram_t *program) -{ - if (program->numUniforms) - { - int i, size; - - size = 0; - for (i = 0; i < program->numUniforms; i++) - { - if (program->uniforms[i] != -1) - { - program->uniformBufferOffsets[i] = size; - - switch(program->uniformTypes[i]) - { - 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; - default: - break; - } - } - } - - program->uniformBuffer = ri.Malloc(size); - - } -} - -void GLSL_FinishGPUShader(shaderProgram_t *program) -{ - GLSL_ValidateProgram(program->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 (program->uniformTypes[uniformNum] != 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; - - qglUniform1iARB(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 (program->uniformTypes[uniformNum] != 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; - - qglUniform1fARB(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 (program->uniformTypes[uniformNum] != 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]; - - qglUniform2fARB(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 (program->uniformTypes[uniformNum] != 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); - - qglUniform3fARB(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 (program->uniformTypes[uniformNum] != 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); - - qglUniform4fARB(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 (program->uniformTypes[uniformNum] != 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); - - qglUniform1fvARB(uniforms[uniformNum], 5, v); -} - -void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const matrix_t matrix) -{ - GLint *uniforms = program->uniforms; - vec_t *compare = (float *)(program->uniformBuffer + program->uniformBufferOffsets[uniformNum]); - - if (uniforms[uniformNum] == -1) - return; - - if (program->uniformTypes[uniformNum] != GLSL_MAT16) - { - ri.Printf( PRINT_WARNING, "GLSL_SetUniformMatrix16: wrong type for uniform %i in program %s\n", uniformNum, program->name); - return; - } - - if (Matrix16Compare(matrix, compare)) - { - return; - } - - Matrix16Copy(matrix, compare); - - qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix); -} - -void GLSL_DeleteGPUShader(shaderProgram_t *program) -{ - if(program->program) - { - if (program->vertexShader) - { - qglDetachObjectARB(program->program, program->vertexShader); - qglDeleteObjectARB(program->vertexShader); - } - - if (program->fragmentShader) - { - qglDetachObjectARB(program->program, program->fragmentShader); - qglDeleteObjectARB(program->fragmentShader); - } - - qglDeleteObjectARB(program->program); - - if (program->uniforms) - { - ri.Free(program->uniforms); - } - - if (program->uniformTypes) - { - ri.Free(program->uniformTypes); - } - - if (program->uniformBuffer) - { - ri.Free(program->uniformBuffer); - } - - if (program->uniformBufferOffsets) - { - ri.Free(program->uniformBufferOffsets); - } - - 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++) - { - 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; - } - - 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 (i & GENERICDEF_USE_LIGHTMAP) - Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n"); - - if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel)) - Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n"); - - if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp, GENERIC_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load generic shader!"); - } - - // There's actually no need to filter these out, since they'll - // redirect to -1 if nonexistent, but it's more understandable this way. - - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4); - - if (i & GENERICDEF_USE_RGBAGEN) - { - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_COLORGEN, "u_ColorGen", GLSL_INT); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_ALPHAGEN, "u_AlphaGen", GLSL_INT); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_PORTALRANGE, "u_PortalRange", GLSL_FLOAT); - } - - if (i & GENERICDEF_USE_TCGEN_AND_TCMOD) - { - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR0, "u_TCGen0Vector0", GLSL_VEC3); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR1, "u_TCGen0Vector1", GLSL_VEC3); - } - - if (i & GENERICDEF_USE_FOG) - { - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGCOLORMASK, "u_FogColorMask", GLSL_VEC4); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT); - } - - if (i & GENERICDEF_USE_DEFORM_VERTEXES) - { - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5); - } - - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB,"u_DiffuseTexOffTurb",GLSL_VEC4); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TEXTURE1ENV, "u_Texture1Env", GLSL_INT); - - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT); - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT); - - - if (i & GENERICDEF_USE_VERTEX_ANIMATION) - { - GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT); - } - - GLSL_EndUniforms(&tr.genericShader[i]); - - qglUseProgramObjectARB(tr.genericShader[i].program); - GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); - GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP); - qglUseProgramObjectARB(0); - - GLSL_FinishGPUShader(&tr.genericShader[i]); - - numGenShaders++; - } - - - attribs = ATTR_POSITION | ATTR_TEXCOORD; - - if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp, TEXTURECOLOR_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load texturecolor shader!"); - } - - GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4); - GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_DiffuseMap", GLSL_INT); - - GLSL_EndUniforms(&tr.textureColorShader); - - qglUseProgramObjectARB(tr.textureColorShader.program); - GLSL_SetUniformInt(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); - qglUseProgramObjectARB(0); - - GLSL_FinishGPUShader(&tr.textureColorShader); - - numEtcShaders++; - - for (i = 0; i < FOGDEF_COUNT; i++) - { - attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | 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"); - - if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp, FOGPASS_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load fogpass shader!"); - } - - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4); - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4); - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT); - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT); - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5); - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_TIME, "u_Time", GLSL_FLOAT); - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_COLOR, "u_Color", GLSL_VEC4); - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT); - - GLSL_EndUniforms(&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, DLIGHT_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load dlight shader!"); - } - - GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4); - GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT); - GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5); - GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_TIME, "u_Time", GLSL_FLOAT); - GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_COLOR, "u_Color", GLSL_VEC4); - GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - - GLSL_EndUniforms(&tr.dlightShader[i]); - - qglUseProgramObjectARB(tr.dlightShader[i].program); - GLSL_SetUniformInt(&tr.dlightShader[i], DLIGHT_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); - qglUseProgramObjectARB(0); - - GLSL_FinishGPUShader(&tr.dlightShader[i]); - - numEtcShaders++; - } - - - for (i = 0; i < LIGHTDEF_COUNT; i++) - { - // skip impossible combos - if ((i & LIGHTDEF_USE_NORMALMAP) && !r_normalMapping->integer) - continue; - - if ((i & LIGHTDEF_USE_PARALLAXMAP) && !r_parallaxMapping->integer) - continue; - - if ((i & LIGHTDEF_USE_SPECULARMAP) && !r_specularMapping->integer) - continue; - - if ((i & LIGHTDEF_USE_DELUXEMAP) && !r_deluxeMapping->integer) - continue; - - if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHTMAP) && (i & LIGHTDEF_USE_DELUXEMAP)) - continue; - - if (!(i & LIGHTDEF_USE_NORMALMAP) && (i & LIGHTDEF_USE_PARALLAXMAP)) - continue; - - if (!((i & LIGHTDEF_LIGHTTYPE_MASK) == LIGHTDEF_USE_LIGHT_VECTOR)) - { - if (i & LIGHTDEF_USE_SHADOWMAP) - continue; - } - - attribs = ATTR_POSITION | ATTR_TEXCOORD | ATTR_COLOR | ATTR_NORMAL; - - extradefines[0] = '\0'; - - if (r_normalAmbient->value > 0.003f) - Q_strcat(extradefines, 1024, va("#define r_normalAmbient %f\n", r_normalAmbient->value)); - - if (r_dlightMode->integer >= 2) - Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\n"); - - if (1) - { - Q_strcat(extradefines, 1024, "#define SWIZZLE_NORMALMAP\n"); - } - - if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel)) - Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n"); - - if (i & LIGHTDEF_LIGHTTYPE_MASK) - { - Q_strcat(extradefines, 1024, "#define USE_LIGHT\n"); - - if (r_normalMapping->integer == 0 && r_specularMapping->integer == 0) - Q_strcat(extradefines, 1024, "#define USE_FAST_LIGHT\n"); - - switch (i & LIGHTDEF_LIGHTTYPE_MASK) - { - case LIGHTDEF_USE_LIGHTMAP: - Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\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 ((i & LIGHTDEF_USE_NORMALMAP) && r_normalMapping->integer) - { - Q_strcat(extradefines, 1024, "#define USE_NORMALMAP\n"); - - if (r_normalMapping->integer == 2) - Q_strcat(extradefines, 1024, "#define USE_OREN_NAYAR\n"); - - if (r_normalMapping->integer == 3) - Q_strcat(extradefines, 1024, "#define USE_TRIACE_OREN_NAYAR\n"); - -#ifdef USE_VERT_TANGENT_SPACE - Q_strcat(extradefines, 1024, "#define USE_VERT_TANGENT_SPACE\n"); - attribs |= ATTR_TANGENT | ATTR_BITANGENT; -#endif - } - - if ((i & LIGHTDEF_USE_SPECULARMAP) && r_specularMapping->integer) - { - Q_strcat(extradefines, 1024, "#define USE_SPECULARMAP\n"); - - switch (r_specularMapping->integer) - { - case 1: - default: - Q_strcat(extradefines, 1024, "#define USE_TRIACE\n"); - break; - - case 2: - Q_strcat(extradefines, 1024, "#define USE_BLINN\n"); - break; - - case 3: - Q_strcat(extradefines, 1024, "#define USE_COOK_TORRANCE\n"); - break; - - case 4: - Q_strcat(extradefines, 1024, "#define USE_TORRANCE_SPARROW\n"); - break; - } - } - - if ((i & LIGHTDEF_USE_DELUXEMAP) && r_deluxeMapping->integer) - Q_strcat(extradefines, 1024, "#define USE_DELUXEMAP\n"); - - if ((i & LIGHTDEF_USE_PARALLAXMAP) && !(i & LIGHTDEF_ENTITY) && r_parallaxMapping->integer) - Q_strcat(extradefines, 1024, "#define USE_PARALLAXMAP\n"); - - if (i & LIGHTDEF_USE_SHADOWMAP) - Q_strcat(extradefines, 1024, "#define USE_SHADOWMAP\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) - { - Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n#define USE_MODELMATRIX\n"); - attribs |= ATTR_POSITION2 | ATTR_NORMAL2; - -#ifdef USE_VERT_TANGENT_SPACE - if (i & LIGHTDEF_USE_NORMALMAP && r_normalMapping->integer) - { - attribs |= ATTR_TANGENT2 | ATTR_BITANGENT2; - } -#endif - } - - if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp, GENERIC_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load lightall shader!"); - } - - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB, "u_DiffuseTexOffTurb", GLSL_VEC4); - //GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALTEXMATRIX, "u_NormalTexMatrix", GLSL_MAT16); - //GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARTEXMATRIX, "u_SpecularTexMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3); - - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT); - - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, "u_NormalMap", GLSL_INT); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, "u_DeluxeMap", GLSL_INT); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, "u_SpecularMap", GLSL_INT); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT); - - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT); - - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MATERIALINFO, "u_MaterialInfo", GLSL_VEC2); - - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4); - GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT); - - GLSL_EndUniforms(&tr.lightallShader[i]); - - qglUseProgramObjectARB(tr.lightallShader[i].program); - GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP); - GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP); - GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, TB_NORMALMAP); - GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, TB_DELUXEMAP); - GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, TB_SPECULARMAP); - GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, TB_SHADOWMAP); - qglUseProgramObjectARB(0); - - GLSL_FinishGPUShader(&tr.lightallShader[i]); - - numLightShaders++; - } - - attribs = ATTR_POSITION | ATTR_POSITION2 | ATTR_NORMAL | ATTR_NORMAL2 | ATTR_TEXCOORD; - - extradefines[0] = '\0'; - - if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp, GENERIC_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load shadowfill shader!"); - } - - GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT); - GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5); - GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT); - GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT); - - GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4); - GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT); - - GLSL_EndUniforms(&tr.shadowmapShader); - GLSL_FinishGPUShader(&tr.shadowmapShader); - - 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, PSHADOW_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load pshadow shader!"); - } - - GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTFORWARD, "u_LightForward", GLSL_VEC3); - GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTUP, "u_LightUp", GLSL_VEC3); - GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRIGHT, "u_LightRight", GLSL_VEC3); - GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4); - GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT); - - GLSL_EndUniforms(&tr.pshadowShader); - - qglUseProgramObjectARB(tr.pshadowShader.program); - GLSL_SetUniformInt(&tr.pshadowShader, PSHADOW_UNIFORM_SHADOWMAP, TB_DIFFUSEMAP); - qglUseProgramObjectARB(0); - - 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, TEXTURECOLOR_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load down4x shader!"); - } - - GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2); - - GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT); - - GLSL_EndUniforms(&tr.down4xShader); - - qglUseProgramObjectARB(tr.down4xShader.program); - GLSL_SetUniformInt(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); - qglUseProgramObjectARB(0); - - 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, TEXTURECOLOR_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load bokeh shader!"); - } - - GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2); - GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4); - - GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT); - - GLSL_EndUniforms(&tr.bokehShader); - - qglUseProgramObjectARB(tr.bokehShader.program); - GLSL_SetUniformInt(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); - qglUseProgramObjectARB(0); - - 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, TEXTURECOLOR_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load tonemap shader!"); - } - - GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2); - GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4); - GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, "u_AutoExposureMinMax", GLSL_VEC2); - GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, "u_ToneMinAvgMaxLinear", GLSL_VEC3); - GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT); - GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, "u_LevelsMap", GLSL_INT); - - GLSL_EndUniforms(&tr.tonemapShader); - - qglUseProgramObjectARB(tr.tonemapShader.program); - GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_COLORMAP); - GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, TB_LEVELSMAP); - qglUseProgramObjectARB(0); - - 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, TEXTURECOLOR_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load calclevels4x shader!"); - } - - GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16); - GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2); - GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4); - - GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT); - - GLSL_EndUniforms(&tr.calclevels4xShader[i]); - - qglUseProgramObjectARB(tr.calclevels4xShader[i].program); - GLSL_SetUniformInt(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP); - qglUseProgramObjectARB(0); - - 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"); - - Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n"); - - Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer)); - 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, SHADOWMASK_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load shadowmask shader!"); - } - - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, "u_ShadowMvp", GLSL_MAT16); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, "u_ShadowMvp2", GLSL_MAT16); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, "u_ShadowMvp3", GLSL_MAT16); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD,"u_ViewForward", GLSL_VEC3); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, "u_ViewLeft", GLSL_VEC3); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, "u_ViewUp", GLSL_VEC3); - - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, "u_ShadowMap2", GLSL_INT); - GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, "u_ShadowMap3", GLSL_INT); - - GLSL_EndUniforms(&tr.shadowmaskShader); - - qglUseProgramObjectARB(tr.shadowmaskShader.program); - GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP); - GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, TB_SHADOWMAP); - GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, TB_SHADOWMAP2); - GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, TB_SHADOWMAP3); - qglUseProgramObjectARB(0); - - 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, SSAO_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load ssao shader!"); - } - - GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4); - - GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT); - - GLSL_EndUniforms(&tr.ssaoShader); - - qglUseProgramObjectARB(tr.ssaoShader.program); - GLSL_SetUniformInt(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP); - qglUseProgramObjectARB(0); - - GLSL_FinishGPUShader(&tr.ssaoShader); - - numEtcShaders++; - - - for (i = 0; i < 2; 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 (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp, DEPTHBLUR_UNIFORM_COUNT)) - { - ri.Error(ERR_FATAL, "Could not load depthBlur shader!"); - } - - GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4); - - GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, "u_ScreenImageMap", GLSL_INT); - GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT); - - GLSL_EndUniforms(&tr.depthBlurShader[i]); - - qglUseProgramObjectARB(tr.depthBlurShader[i].program); - GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, TB_COLORMAP); - GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP); - qglUseProgramObjectARB(0); - - GLSL_FinishGPUShader(&tr.depthBlurShader[i]); - - numEtcShaders++; - } - - - 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"); - - qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0); - qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1); - qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION); - qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2); - qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL); -#ifdef USE_VERT_TANGENT_SPACE - qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT); - qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT); -#endif - qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2); -#ifdef USE_VERT_TANGENT_SPACE - qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2); - qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2); -#endif - qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR); - qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION); - GLSL_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]); - - GLSL_DeleteGPUShader(&tr.shadowmapShader); - GLSL_DeleteGPUShader(&tr.pshadowShader); - GLSL_DeleteGPUShader(&tr.down4xShader); - - for ( i = 0; i < 2; i++) - GLSL_DeleteGPUShader(&tr.calclevels4xShader[i]); - - glState.currentProgram = 0; - qglUseProgramObjectARB(0); -} - - -void GLSL_BindProgram(shaderProgram_t * program) -{ - if(!program) - { - GLSL_BindNullProgram(); - return; - } - - if(r_logFile->integer) - { - // don't just call LogComment, or we will get a call to va() every frame! - GLimp_LogComment(va("--- GL_BindProgram( %s ) ---\n", program->name)); - } - - if(glState.currentProgram != program) - { - qglUseProgramObjectARB(program->program); - glState.currentProgram = program; - backEnd.pc.c_glslShaderBinds++; - } -} - - -void GLSL_BindNullProgram(void) -{ - if(r_logFile->integer) - { - GLimp_LogComment("--- GL_BindNullProgram ---\n"); - } - - if(glState.currentProgram) - { - qglUseProgramObjectARB(0); - glState.currentProgram = NULL; - } -} - - -void GLSL_VertexAttribsState(uint32_t stateBits) -{ - uint32_t diff; - - GLSL_VertexAttribPointers(stateBits); - - diff = stateBits ^ glState.vertexAttribsState; - if(!diff) - { - return; - } - - if(diff & ATTR_POSITION) - { - if(stateBits & ATTR_POSITION) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION); - } - } - - if(diff & ATTR_TEXCOORD) - { - if(stateBits & ATTR_TEXCOORD) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TEXCOORD )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD0); - } - } - - if(diff & ATTR_LIGHTCOORD) - { - if(stateBits & ATTR_LIGHTCOORD) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTCOORD )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_TEXCOORD1); - } - } - - if(diff & ATTR_NORMAL) - { - if(stateBits & ATTR_NORMAL) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL); - } - } - -#ifdef USE_VERT_TANGENT_SPACE - if(diff & ATTR_TANGENT) - { - if(stateBits & ATTR_TANGENT) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT); - } - } - - if(diff & ATTR_BITANGENT) - { - if(stateBits & ATTR_BITANGENT) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT); - } - } -#endif - - if(diff & ATTR_COLOR) - { - if(stateBits & ATTR_COLOR) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_COLOR); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_COLOR )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_COLOR); - } - } - - if(diff & ATTR_LIGHTDIRECTION) - { - if(stateBits & ATTR_LIGHTDIRECTION) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_LIGHTDIRECTION )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_LIGHTDIRECTION); - } - } - - if(diff & ATTR_POSITION2) - { - if(stateBits & ATTR_POSITION2) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_POSITION2); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_POSITION2 )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_POSITION2); - } - } - - if(diff & ATTR_NORMAL2) - { - if(stateBits & ATTR_NORMAL2) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_NORMAL2); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_NORMAL2 )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_NORMAL2); - } - } - -#ifdef USE_VERT_TANGENT_SPACE - if(diff & ATTR_TANGENT2) - { - if(stateBits & ATTR_TANGENT2) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_TANGENT2); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_TANGENT2 )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_TANGENT2); - } - } - - if(diff & ATTR_BITANGENT2) - { - if(stateBits & ATTR_BITANGENT2) - { - GLimp_LogComment("qglEnableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n"); - qglEnableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2); - } - else - { - GLimp_LogComment("qglDisableVertexAttribArrayARB( ATTR_INDEX_BITANGENT2 )\n"); - qglDisableVertexAttribArrayARB(ATTR_INDEX_BITANGENT2); - } - } -#endif - - glState.vertexAttribsState = stateBits; -} - -void GLSL_VertexAttribPointers(uint32_t attribBits) -{ - if(!glState.currentVBO) - { - ri.Error(ERR_FATAL, "GL_VertexAttribPointers: no VBO bound"); - return; - } - - // don't just call LogComment, or we will get a call to va() every frame! - GLimp_LogComment(va("--- GL_VertexAttribPointers( %s ) ---\n", glState.currentVBO->name)); - - if((attribBits & ATTR_POSITION) && !(glState.vertexAttribPointersSet & ATTR_POSITION)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_POSITION, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsNewFrame * glState.currentVBO->size_xyz)); - glState.vertexAttribPointersSet |= ATTR_POSITION; - } - - if((attribBits & ATTR_TEXCOORD) && !(glState.vertexAttribPointersSet & ATTR_TEXCOORD)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TEXCOORD )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD0, 2, GL_FLOAT, 0, glState.currentVBO->stride_st, BUFFER_OFFSET(glState.currentVBO->ofs_st)); - glState.vertexAttribPointersSet |= ATTR_TEXCOORD; - } - - if((attribBits & ATTR_LIGHTCOORD) && !(glState.vertexAttribPointersSet & ATTR_LIGHTCOORD)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTCOORD )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_TEXCOORD1, 2, GL_FLOAT, 0, glState.currentVBO->stride_lightmap, BUFFER_OFFSET(glState.currentVBO->ofs_lightmap)); - glState.vertexAttribPointersSet |= ATTR_LIGHTCOORD; - } - - if((attribBits & ATTR_NORMAL) && !(glState.vertexAttribPointersSet & ATTR_NORMAL)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_NORMAL, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); - glState.vertexAttribPointersSet |= ATTR_NORMAL; - } - -#ifdef USE_VERT_TANGENT_SPACE - if((attribBits & ATTR_TANGENT) && !(glState.vertexAttribPointersSet & ATTR_TANGENT)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_TANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME - glState.vertexAttribPointersSet |= ATTR_TANGENT; - } - - if((attribBits & ATTR_BITANGENT) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsNewFrame * glState.currentVBO->size_normal)); // FIXME - glState.vertexAttribPointersSet |= ATTR_BITANGENT; - } -#endif - - if((attribBits & ATTR_COLOR) && !(glState.vertexAttribPointersSet & ATTR_COLOR)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_COLOR )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_COLOR, 4, GL_FLOAT, 0, glState.currentVBO->stride_vertexcolor, BUFFER_OFFSET(glState.currentVBO->ofs_vertexcolor)); - glState.vertexAttribPointersSet |= ATTR_COLOR; - } - - if((attribBits & ATTR_LIGHTDIRECTION) && !(glState.vertexAttribPointersSet & ATTR_LIGHTDIRECTION)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_LIGHTDIRECTION )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_LIGHTDIRECTION, 3, GL_FLOAT, 0, glState.currentVBO->stride_lightdir, BUFFER_OFFSET(glState.currentVBO->ofs_lightdir)); - glState.vertexAttribPointersSet |= ATTR_LIGHTDIRECTION; - } - - if((attribBits & ATTR_POSITION2) && !(glState.vertexAttribPointersSet & ATTR_POSITION2)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_POSITION2 )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_POSITION2, 3, GL_FLOAT, 0, glState.currentVBO->stride_xyz, BUFFER_OFFSET(glState.currentVBO->ofs_xyz + glState.vertexAttribsOldFrame * glState.currentVBO->size_xyz)); - glState.vertexAttribPointersSet |= ATTR_POSITION2; - } - - if((attribBits & ATTR_NORMAL2) && !(glState.vertexAttribPointersSet & ATTR_NORMAL2)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_NORMAL2 )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_NORMAL2, 3, GL_FLOAT, 0, glState.currentVBO->stride_normal, BUFFER_OFFSET(glState.currentVBO->ofs_normal + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); - glState.vertexAttribPointersSet |= ATTR_NORMAL2; - } - -#ifdef USE_VERT_TANGENT_SPACE - if((attribBits & ATTR_TANGENT2) && !(glState.vertexAttribPointersSet & ATTR_TANGENT2)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_TANGENT2 )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_TANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_tangent, BUFFER_OFFSET(glState.currentVBO->ofs_tangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME - glState.vertexAttribPointersSet |= ATTR_TANGENT2; - } - - if((attribBits & ATTR_BITANGENT2) && !(glState.vertexAttribPointersSet & ATTR_BITANGENT2)) - { - GLimp_LogComment("qglVertexAttribPointerARB( ATTR_INDEX_BITANGENT2 )\n"); - - qglVertexAttribPointerARB(ATTR_INDEX_BITANGENT2, 3, GL_FLOAT, 0, glState.currentVBO->stride_bitangent, BUFFER_OFFSET(glState.currentVBO->ofs_bitangent + glState.vertexAttribsOldFrame * glState.currentVBO->size_normal)); // FIXME - glState.vertexAttribPointersSet |= ATTR_BITANGENT2; - } -#endif - -} - -shaderProgram_t *GLSL_GetGenericShaderProgram(int stage) -{ - shaderStage_t *pStage = tess.xstages[stage]; - int shaderAttribs = 0; - - if (tess.fogNum && pStage->adjustColorsForFog) - { - shaderAttribs |= GENERICDEF_USE_FOG; - } - - if (pStage->bundle[1].image[0] && tess.shader->multitextureEnv) - { - shaderAttribs |= GENERICDEF_USE_LIGHTMAP; - } - - switch (pStage->rgbGen) - { - case CGEN_LIGHTING_DIFFUSE: - shaderAttribs |= GENERICDEF_USE_RGBAGEN; - break; - default: - break; - } - - switch (pStage->alphaGen) - { - case AGEN_LIGHTING_SPECULAR: - case AGEN_PORTAL: - case AGEN_FRESNEL: - 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.vertexAttribsInterpolation > 0.0f && backEnd.currentEntity && backEnd.currentEntity != &tr.worldEntity) - { - shaderAttribs |= GENERICDEF_USE_VERTEX_ANIMATION; - } - - if (pStage->bundle[0].numTexMods) - { - shaderAttribs |= GENERICDEF_USE_TCGEN_AND_TCMOD; - } - - return &tr.genericShader[shaderAttribs]; -} |