예제 #1
0
/*
================================================================================================
idRenderProgManager::FindGLSLProgram
================================================================================================
*/
int	 idRenderProgManager::FindGLSLProgram( const char * name, int vIndex, int fIndex ) {

	for ( int i = 0; i < glslPrograms.Num(); ++i ) {
		if ( ( glslPrograms[i].vertexShaderIndex == vIndex ) && ( glslPrograms[i].fragmentShaderIndex == fIndex ) ) {
			LoadGLSLProgram( i, vIndex, fIndex );
			return i;
		}
	}

	glslProgram_t program;
	program.name = name;
	int index = glslPrograms.Append( program );
	LoadGLSLProgram( index, vIndex, fIndex );
	return index;
}
예제 #2
0
/*
================================================================================================
idRenderProgManager::LoadAllShaders()
================================================================================================
*/
void idRenderProgManager::LoadAllShaders()
{
	for( int i = 0; i < vertexShaders.Num(); i++ )
	{
		LoadVertexShader( i );
	}
	for( int i = 0; i < fragmentShaders.Num(); i++ )
	{
		LoadFragmentShader( i );
	}
	
	for( int i = 0; i < glslPrograms.Num(); ++i )
	{
		if( glslPrograms[i].vertexShaderIndex == -1 || glslPrograms[i].fragmentShaderIndex == -1 )
		{
			// RB: skip reloading because we didn't load it initially
			continue;
		}
		
		LoadGLSLProgram( i, glslPrograms[i].vertexShaderIndex, glslPrograms[i].fragmentShaderIndex );
	}
}
예제 #3
0
/*
================================================================================================
idRenderProgManager::Init()
================================================================================================
*/
void idRenderProgManager::Init()
{
	common->Printf( "----- Initializing Render Shaders -----\n" );
	
	
	for( int i = 0; i < MAX_BUILTINS; i++ )
	{
		builtinShaders[i] = -1;
	}
	
	// RB: added checks for GPU skinning
	struct builtinShaders_t
	{
		int			index;
		const char* name;
		const char* nameOutSuffix;
		uint32		shaderFeatures;
		bool		requireGPUSkinningSupport;
	} builtins[] =
	{
		{ BUILTIN_GUI, "gui.vfp", 0, false },
		{ BUILTIN_COLOR, "color.vfp", 0, false },
		// RB begin
		{ BUILTIN_COLOR_SKINNED, "color", "_skinned", BIT( USE_GPU_SKINNING ), true },
		{ BUILTIN_VERTEX_COLOR, "vertex_color.vfp", "", 0, false },
		// RB end
//		{ BUILTIN_SIMPLESHADE, "simpleshade.vfp", 0, false },
		{ BUILTIN_TEXTURED, "texture.vfp", 0, false },
		{ BUILTIN_TEXTURE_VERTEXCOLOR, "texture_color.vfp", 0, false },
		{ BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED, "texture_color_skinned.vfp", 0, true },
		{ BUILTIN_TEXTURE_TEXGEN_VERTEXCOLOR, "texture_color_texgen.vfp", 0, false },
		// RB begin
		{ BUILTIN_INTERACTION, "interaction.vfp", "", 0, false },
		{ BUILTIN_INTERACTION_SKINNED, "interaction", "_skinned", BIT( USE_GPU_SKINNING ), true },
		{ BUILTIN_INTERACTION_AMBIENT, "interactionAmbient.vfp", 0, false },
		{ BUILTIN_INTERACTION_AMBIENT_SKINNED, "interactionAmbient_skinned.vfp", 0, true },
		{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT, "interactionSM", "_spot", 0, false },
		{ BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED, "interactionSM", "_spot_skinned", BIT( USE_GPU_SKINNING ), true },
		{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT, "interactionSM", "_point", BIT( LIGHT_POINT ), false },
		{ BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED, "interactionSM", "_point_skinned", BIT( USE_GPU_SKINNING ) | BIT( LIGHT_POINT ), true },
		{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL, "interactionSM", "_parallel", BIT( LIGHT_PARALLEL ), false },
		{ BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED, "interactionSM", "_parallel_skinned", BIT( USE_GPU_SKINNING ) | BIT( LIGHT_PARALLEL ), true },
		// RB end
		{ BUILTIN_ENVIRONMENT, "environment.vfp", 0, false },
		{ BUILTIN_ENVIRONMENT_SKINNED, "environment_skinned.vfp", 0, true },
		{ BUILTIN_BUMPY_ENVIRONMENT, "bumpyenvironment.vfp", 0, false },
		{ BUILTIN_BUMPY_ENVIRONMENT_SKINNED, "bumpyenvironment_skinned.vfp", 0, true },
		
		{ BUILTIN_DEPTH, "depth.vfp", 0, false },
		{ BUILTIN_DEPTH_SKINNED, "depth_skinned.vfp", 0, true },
		
		{ BUILTIN_SHADOW, "shadow.vfp", 0, false },
		{ BUILTIN_SHADOW_SKINNED, "shadow_skinned.vfp", 0, true },
		
		{ BUILTIN_SHADOW_DEBUG, "shadowDebug.vfp", 0, false },
		{ BUILTIN_SHADOW_DEBUG_SKINNED, "shadowDebug_skinned.vfp", 0, true },
		
		{ BUILTIN_BLENDLIGHT, "blendlight.vfp", 0, false },
		{ BUILTIN_FOG, "fog.vfp", 0, false },
		{ BUILTIN_FOG_SKINNED, "fog_skinned.vfp", 0, true },
		{ BUILTIN_SKYBOX, "skybox.vfp", 0, false },
		{ BUILTIN_WOBBLESKY, "wobblesky.vfp", 0, false },
		{ BUILTIN_POSTPROCESS, "postprocess.vfp", 0, false },
		{ BUILTIN_STEREO_DEGHOST, "stereoDeGhost.vfp", 0, false },
		{ BUILTIN_STEREO_WARP, "stereoWarp.vfp", 0, false },
//		{ BUILTIN_ZCULL_RECONSTRUCT, "zcullReconstruct.vfp", 0, false },
		{ BUILTIN_BINK, "bink.vfp", 0, false },
		{ BUILTIN_BINK_GUI, "bink_gui.vfp", 0, false },
		{ BUILTIN_STEREO_INTERLACE, "stereoInterlace.vfp", 0, false },
		{ BUILTIN_MOTION_BLUR, "motionBlur.vfp", 0, false },
		
		// RB begin
		{ BUILTIN_DEBUG_SHADOWMAP, "debug_shadowmap.vfp", "", 0, false },
		// RB end
	};
	int numBuiltins = sizeof( builtins ) / sizeof( builtins[0] );
	vertexShaders.SetNum( numBuiltins );
	fragmentShaders.SetNum( numBuiltins );
	glslPrograms.SetNum( numBuiltins );
	
	for( int i = 0; i < numBuiltins; i++ )
	{
		vertexShaders[i].name = builtins[i].name;
		vertexShaders[i].nameOutSuffix = builtins[i].nameOutSuffix;
		vertexShaders[i].shaderFeatures = builtins[i].shaderFeatures;
		vertexShaders[i].builtin = true;
		
		fragmentShaders[i].name = builtins[i].name;
		fragmentShaders[i].nameOutSuffix = builtins[i].nameOutSuffix;
		fragmentShaders[i].shaderFeatures = builtins[i].shaderFeatures;
		fragmentShaders[i].builtin = true;
		
		builtinShaders[builtins[i].index] = i;
		
		if( builtins[i].requireGPUSkinningSupport && !glConfig.gpuSkinningAvailable )
		{
			// RB: don't try to load shaders that would break the GLSL compiler in the OpenGL driver
			continue;
		}
		
		LoadVertexShader( i );
		LoadFragmentShader( i );
		LoadGLSLProgram( i, i, i );
	}
	
	// special case handling for fastZ shaders
	/*
	switch( glConfig.driverType )
	{
		case GLDRV_OPENGL32_CORE_PROFILE:
		case GLDRV_OPENGL_ES2:
		case GLDRV_OPENGL_ES3:
		case GLDRV_OPENGL_MESA:
		{
			builtinShaders[BUILTIN_SHADOW] = FindVertexShader( "shadow.vp" );
			int shadowFragmentShaderIndex = FindFragmentShader( "shadow.fp" );
			FindGLSLProgram( "shadow.vp", builtinShaders[BUILTIN_SHADOW], shadowFragmentShaderIndex );
	
			if( glConfig.gpuSkinningAvailable )
			{
				builtinShaders[BUILTIN_SHADOW_SKINNED] = FindVertexShader( "shadow_skinned.vp" );
				int shadowFragmentShaderIndex = FindFragmentShader( "shadow_skinned.fp" );
				FindGLSLProgram( "shadow_skinned.vp", builtinShaders[BUILTIN_SHADOW_SKINNED], shadowFragmentShaderIndex );
				break;
			}
		}
	
		default:
		{
			// fast path on PC
			builtinShaders[BUILTIN_SHADOW] = FindVertexShader( "shadow.vp" );
			FindGLSLProgram( "shadow.vp", builtinShaders[BUILTIN_SHADOW], -1 );
	
			if( glConfig.gpuSkinningAvailable )
			{
				builtinShaders[BUILTIN_SHADOW_SKINNED] = FindVertexShader( "shadow_skinned.vp" );
				FindGLSLProgram( "shadow_skinned.vp", builtinShaders[BUILTIN_SHADOW_SKINNED], -1 );
			}
		}
	}
	*/
	
	glslUniforms.SetNum( RENDERPARM_USER + MAX_GLSL_USER_PARMS, vec4_zero );
	
	if( glConfig.gpuSkinningAvailable )
	{
		vertexShaders[builtinShaders[BUILTIN_TEXTURE_VERTEXCOLOR_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_INTERACTION_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_INTERACTION_AMBIENT_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_ENVIRONMENT_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_BUMPY_ENVIRONMENT_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_DEPTH_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_SHADOW_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_SHADOW_DEBUG_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_FOG_SKINNED]].usesJoints = true;
		// RB begin
		vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED]].usesJoints = true;
		vertexShaders[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_PARALLEL_SKINNED]].usesJoints = true;
		// RB end
	}
	
	cmdSystem->AddCommand( "reloadShaders", R_ReloadShaders, CMD_FL_RENDERER, "reloads shaders" );
}