mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-30 01:25:49 +00:00
335 lines
10 KiB
C++
335 lines
10 KiB
C++
#include "R3DShader.h"
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#include "R3DShaderQuads.h"
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#include "R3DShaderTriangles.h"
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// having 2 sets of shaders to maintain is really less than ideal
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// but hopefully not too many breaking changes at this point
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namespace New3D {
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R3DShader::R3DShader(const Util::Config::Node &config)
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: m_config(config)
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{
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m_shaderProgram = 0;
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m_vertexShader = 0;
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m_geoShader = 0;
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m_fragmentShader = 0;
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Start(); // reset attributes
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}
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void R3DShader::Start()
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{
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m_textured1 = false;
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m_textured2 = false;
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m_textureAlpha = false; // use alpha in texture
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m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
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m_lightEnabled = false;
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m_specularEnabled = false;
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m_layered = false;
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m_textureInverted = false;
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m_fixedShading = false;
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m_translatorMap = false;
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m_modelScale = 1.0f;
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m_shininess = 0;
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m_specularValue = 0;
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m_microTexScale = 0;
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m_baseTexSize[0] = 0;
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m_baseTexSize[1] = 0;
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m_texWrapMode[0] = 0;
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m_texWrapMode[1] = 0;
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m_dirtyMesh = true; // dirty means all the above are dirty, ie first run
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m_dirtyModel = true;
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}
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bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
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{
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bool quads = m_config["QuadRendering"].ValueAs<bool>();
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const char* vShader = vertexShaderR3D;
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const char* gShader = "";
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const char* fShader = fragmentShaderR3D;
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if (quads) {
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vShader = vertexShaderR3DQuads;
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gShader = geometryShaderR3DQuads;
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fShader = fragmentShaderR3DQuads;
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}
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m_shaderProgram = glCreateProgram();
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m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
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m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(m_vertexShader, 1, (const GLchar **)&vShader, NULL);
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glShaderSource(m_fragmentShader, 1, (const GLchar **)&fShader, NULL);
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glCompileShader(m_vertexShader);
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glCompileShader(m_fragmentShader);
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if (quads) {
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m_geoShader = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(m_geoShader, 1, (const GLchar **)&gShader, NULL);
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glCompileShader(m_geoShader);
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glAttachShader(m_shaderProgram, m_geoShader);
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PrintShaderResult(m_geoShader);
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}
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PrintShaderResult(m_vertexShader);
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PrintShaderResult(m_fragmentShader);
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glAttachShader(m_shaderProgram, m_vertexShader);
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glAttachShader(m_shaderProgram, m_fragmentShader);
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glLinkProgram(m_shaderProgram);
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PrintProgramResult(m_shaderProgram);
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m_locTexture1 = glGetUniformLocation(m_shaderProgram, "tex1");
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m_locTexture2 = glGetUniformLocation(m_shaderProgram, "tex2");
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m_locTexture1Enabled = glGetUniformLocation(m_shaderProgram, "textureEnabled");
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m_locTexture2Enabled = glGetUniformLocation(m_shaderProgram, "microTexture");
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m_locTextureAlpha = glGetUniformLocation(m_shaderProgram, "textureAlpha");
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m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
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m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale");
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m_locBaseTexSize = glGetUniformLocation(m_shaderProgram, "baseTexSize");
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m_locTextureInverted = glGetUniformLocation(m_shaderProgram, "textureInverted");
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m_locTexWrapMode = glGetUniformLocation(m_shaderProgram, "textureWrapMode");
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m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
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m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
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m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
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m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
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m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
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m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
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m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
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m_locLightEnabled = glGetUniformLocation(m_shaderProgram, "lightEnabled");
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m_locSunClamp = glGetUniformLocation(m_shaderProgram, "sunClamp");
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m_locIntensityClamp = glGetUniformLocation(m_shaderProgram, "intensityClamp");
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m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
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m_locSpecularValue = glGetUniformLocation(m_shaderProgram, "specularValue");
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m_locSpecularEnabled = glGetUniformLocation(m_shaderProgram, "specularEnabled");
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m_locFixedShading = glGetUniformLocation(m_shaderProgram, "fixedShading");
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m_locTranslatorMap = glGetUniformLocation(m_shaderProgram, "translatorMap");
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m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
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m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
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m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
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m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
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m_locModelScale = glGetUniformLocation(m_shaderProgram, "modelScale");
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m_locProjMat = glGetUniformLocation(m_shaderProgram, "projMat");
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m_locModelMat = glGetUniformLocation(m_shaderProgram, "modelMat");
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m_locHardwareStep = glGetUniformLocation(m_shaderProgram, "hardwareStep");
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m_locDiscardAlpha = glGetUniformLocation(m_shaderProgram, "discardAlpha");
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return true;
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}
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GLint R3DShader::GetVertexAttribPos(const std::string& attrib)
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{
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if (m_vertexLocCache.count(attrib)==0) {
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auto pos = glGetAttribLocation(m_shaderProgram, attrib.c_str());
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m_vertexLocCache[attrib] = pos;
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}
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return m_vertexLocCache[attrib];
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}
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void R3DShader::SetShader(bool enable)
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{
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if (enable) {
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glUseProgram(m_shaderProgram);
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Start();
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DiscardAlpha(false); // need some default
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}
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else {
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glUseProgram(0);
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}
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}
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void R3DShader::SetMeshUniforms(const Mesh* m)
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{
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if (m == nullptr) {
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return; // sanity check
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}
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if (m_dirtyMesh) {
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glUniform1i(m_locTexture1, 0);
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glUniform1i(m_locTexture2, 1);
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}
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if (m_dirtyMesh || m->textured != m_textured1) {
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glUniform1i(m_locTexture1Enabled, m->textured);
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m_textured1 = m->textured;
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}
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if (m_dirtyMesh || m->microTexture != m_textured2) {
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glUniform1i(m_locTexture2Enabled, m->microTexture);
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m_textured2 = m->microTexture;
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}
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if (m_dirtyMesh || m->microTextureScale != m_microTexScale) {
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glUniform1f(m_locMicroTexScale, m->microTextureScale);
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m_microTexScale = m->microTextureScale;
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}
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if (m_dirtyMesh || (m_baseTexSize[0] != m->width || m_baseTexSize[1] != m->height)) {
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m_baseTexSize[0] = (float)m->width;
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m_baseTexSize[1] = (float)m->height;
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glUniform2fv(m_locBaseTexSize, 1, m_baseTexSize);
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}
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if (m_dirtyMesh || m->inverted != m_textureInverted) {
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glUniform1i(m_locTextureInverted, m->inverted);
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m_textureInverted = m->inverted;
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}
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if (m_dirtyMesh || m->alphaTest != m_alphaTest) {
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glUniform1i(m_locAlphaTest, m->alphaTest);
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m_alphaTest = m->alphaTest;
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}
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if (m_dirtyMesh || m->textureAlpha != m_textureAlpha) {
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glUniform1i(m_locTextureAlpha, m->textureAlpha);
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m_textureAlpha = m->textureAlpha;
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}
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if (m_dirtyMesh || m->fogIntensity != m_fogIntensity) {
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glUniform1f(m_locFogIntensity, m->fogIntensity);
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m_fogIntensity = m->fogIntensity;
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}
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if (m_dirtyMesh || m->lighting != m_lightEnabled) {
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glUniform1i(m_locLightEnabled, m->lighting);
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m_lightEnabled = m->lighting;
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}
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if (m_dirtyMesh || m->shininess != m_shininess) {
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glUniform1f(m_locShininess, m->shininess);
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m_shininess = m->shininess;
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}
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if (m_dirtyMesh || m->specular != m_specularEnabled) {
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glUniform1i(m_locSpecularEnabled, m->specular);
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m_specularEnabled = m->specular;
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}
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if (m_dirtyMesh || m->specularValue != m_specularValue) {
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glUniform1f(m_locSpecularValue, m->specularValue);
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m_specularValue = m->specularValue;
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}
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if (m_dirtyMesh || m->fixedShading != m_fixedShading) {
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glUniform1i(m_locFixedShading, m->fixedShading);
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m_fixedShading = m->fixedShading;
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}
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if (m_dirtyMesh || m->translatorMap != m_translatorMap) {
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glUniform1i(m_locTranslatorMap, m->translatorMap);
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m_translatorMap = m->translatorMap;
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}
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if (m_dirtyMesh || m->wrapModeU != m_texWrapMode[0] || m->wrapModeV != m_texWrapMode[1]) {
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m_texWrapMode[0] = m->wrapModeU;
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m_texWrapMode[1] = m->wrapModeV;
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glUniform2iv(m_locTexWrapMode, 1, m_texWrapMode);
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}
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if (m_dirtyMesh || m->layered != m_layered) {
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m_layered = m->layered;
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if (m_layered) {
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glEnable(GL_STENCIL_TEST);
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}
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else {
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glDisable(GL_STENCIL_TEST);
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}
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}
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m_dirtyMesh = false;
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}
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void R3DShader::SetViewportUniforms(const Viewport *vp)
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{
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//didn't bother caching these, they don't get frequently called anyway
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glUniform1f(m_locFogDensity, vp->fogParams[3]);
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glUniform1f(m_locFogStart, vp->fogParams[4]);
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glUniform3fv(m_locFogColour, 1, vp->fogParams);
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glUniform1f(m_locFogAttenuation, vp->fogParams[5]);
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glUniform1f(m_locFogAmbient, vp->fogParams[6]);
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glUniform3fv(m_locLighting, 2, vp->lightingParams);
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glUniform1i(m_locSunClamp, vp->sunClamp);
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glUniform1i(m_locIntensityClamp, vp->intensityClamp);
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glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
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glUniform2fv(m_locSpotRange, 1, vp->spotRange);
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glUniform3fv(m_locSpotColor, 1, vp->spotColor);
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glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor);
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glUniformMatrix4fv(m_locProjMat, 1, GL_FALSE, vp->projectionMatrix);
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glUniform1i(m_locHardwareStep, vp->hardwareStep);
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}
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void R3DShader::SetModelStates(const Model* model)
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{
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if (m_dirtyModel || model->scale != m_modelScale) {
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glUniform1f(m_locModelScale, model->scale);
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m_modelScale = model->scale;
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}
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glUniformMatrix4fv(m_locModelMat, 1, GL_FALSE, model->modelMat);
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m_dirtyModel = false;
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}
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void R3DShader::DiscardAlpha(bool discard)
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{
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glUniform1i(m_locDiscardAlpha, discard);
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}
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void R3DShader::PrintShaderResult(GLuint shader)
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{
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//===========
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GLint result;
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GLint length;
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//===========
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glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
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if (result == GL_FALSE) {
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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if (length > 0) {
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std::vector<char> msg(length);
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glGetShaderInfoLog(shader, length, NULL, msg.data());
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printf("%s\n", msg.data());
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}
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}
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}
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void R3DShader::PrintProgramResult(GLuint program)
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{
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//===========
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GLint result;
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//===========
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glGetProgramiv(program, GL_LINK_STATUS, &result);
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if (result == GL_FALSE) {
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GLint maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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//The maxLength includes the NULL character
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std::vector<GLchar> infoLog(maxLength);
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glGetProgramInfoLog(program, maxLength, &maxLength, infoLog.data());
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printf("%s\n", infoLog.data());
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}
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}
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} // New3D
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