Exemplo n.º 1
0
/*
 * @brief
 */
void R_ProgramVariable(r_variable_t *variable, GLenum type, const char *name) {

	memset(variable, 0, sizeof(*variable));
	variable->location = -1;

	if (!r_state.active_program) {
		Com_Warn("No program currently bound\n");
		return;
	}

	switch (type) {
	case R_ATTRIBUTE:
		variable->location = qglGetAttribLocation(r_state.active_program->id, name);
		break;
	default:
		variable->location = qglGetUniformLocation(r_state.active_program->id, name);
		break;
	}

	if (variable->location == -1) {
		Com_Warn("Failed to resolve variable %s in program %s\n", name,
				r_state.active_program->name);
		return;
	}

	variable->type = type;
	g_strlcpy(variable->name, name, sizeof(variable->name));
	memset(&variable->value, 0xff, sizeof(variable->value));
}
Exemplo n.º 2
0
static r_progvar_t* R_ProgramVariable (int type, const char* name)
{
	r_progvar_t* v;
	int i;

	if (!r_state.active_program) {
		Com_DPrintf(DEBUG_RENDERER, "R_ProgramVariable: \"%s\" - No program bound.\n", name);
		return nullptr;
	}

	/* find the variable */
	for (i = 0; i < MAX_PROGRAM_VARS; i++) {
		v = &r_state.active_program->vars[i];

		if (!v->location)
			break;

		if (v->type == type && Q_streq(v->name, name))
			return v;
	}

	if (i == MAX_PROGRAM_VARS) {
		Com_Printf("R_ProgramVariable: MAX_PROGRAM_VARS reached.\n");
		return nullptr;
	}

	/* or query for it */
	if (type == GL_UNIFORM)
		v->location = qglGetUniformLocation(r_state.active_program->id, name);
	else
		v->location = qglGetAttribLocation(r_state.active_program->id, name);

	if (v->location == -1) {
		Com_Printf("R_ProgramVariable: Could not find parameter %s in program %s.\n", name, r_state.active_program->name);
		v->location = 0;
		return nullptr;
	}

	v->type = type;
	Q_strncpyz(v->name, name, sizeof(v->name));

	return v;
}
Exemplo n.º 3
0
/*
================================================================================================
idRenderProgManager::LoadGLSLProgram
================================================================================================
*/
void idRenderProgManager::LoadGLSLProgram( const int programIndex, const int vertexShaderIndex, const int fragmentShaderIndex ) {
	glslProgram_t & prog = glslPrograms[programIndex];

	if ( prog.progId != INVALID_PROGID ) {
		return; // Already loaded
	}

	GLuint vertexProgID = ( vertexShaderIndex != -1 ) ? vertexShaders[ vertexShaderIndex ].progId : INVALID_PROGID;
	GLuint fragmentProgID = ( fragmentShaderIndex != -1 ) ? fragmentShaders[ fragmentShaderIndex ].progId : INVALID_PROGID;

	const GLuint program = qglCreateProgram();
	if ( program ) {

		if ( vertexProgID != INVALID_PROGID ) {
			qglAttachShader( program, vertexProgID );
		}

		if ( fragmentProgID != INVALID_PROGID ) {
			qglAttachShader( program, fragmentProgID );
		}

		// bind vertex attribute locations
		for ( int i = 0; attribsPC[i].glsl != NULL; i++ ) {
			if ( ( attribsPC[i].flags & AT_VS_IN ) != 0 ) {
				qglBindAttribLocation( program, attribsPC[i].bind, attribsPC[i].glsl );
			}
		}

		qglLinkProgram( program );

		int infologLength = 0;
		qglGetProgramiv( program, GL_INFO_LOG_LENGTH, &infologLength );
		if ( infologLength > 1 ) {
			char * infoLog = (char *)malloc( infologLength );
			int charsWritten = 0;
			qglGetProgramInfoLog( program, infologLength, &charsWritten, infoLog );

			// catch the strings the ATI and Intel drivers output on success
			if ( strstr( infoLog, "Vertex shader(s) linked, fragment shader(s) linked." ) != NULL || strstr( infoLog, "No errors." ) != NULL ) {
				//idLib::Printf( "render prog %s from %s linked\n", GetName(), GetFileName() );
			} else {
				idLib::Printf( "While linking GLSL program %d with vertexShader %s and fragmentShader %s\n", 
					programIndex, 
					( vertexShaderIndex >= 0 ) ? vertexShaders[vertexShaderIndex].name.c_str() : "<Invalid>", 
					( fragmentShaderIndex >= 0 ) ? fragmentShaders[ fragmentShaderIndex ].name.c_str() : "<Invalid>" );
				idLib::Printf( "%s\n", infoLog );
			}

			free( infoLog );
		}
	}

	int linked = GL_FALSE;
	qglGetProgramiv( program, GL_LINK_STATUS, &linked );
	if ( linked == GL_FALSE ) {
		qglDeleteProgram( program );
		idLib::Error( "While linking GLSL program %d with vertexShader %s and fragmentShader %s\n", 
			programIndex, 
			( vertexShaderIndex >= 0 ) ? vertexShaders[vertexShaderIndex].name.c_str() : "<Invalid>", 
			( fragmentShaderIndex >= 0 ) ? fragmentShaders[ fragmentShaderIndex ].name.c_str() : "<Invalid>" );
		return;
	}

	if ( r_useUniformArrays.GetBool() ) {
		prog.vertexUniformArray = qglGetUniformLocation( program, VERTEX_UNIFORM_ARRAY_NAME );
		prog.fragmentUniformArray = qglGetUniformLocation( program, FRAGMENT_UNIFORM_ARRAY_NAME );

		assert( prog.vertexUniformArray != -1 || vertexShaderIndex < 0 || vertexShaders[vertexShaderIndex].uniforms.Num() == 0 );
		assert( prog.fragmentUniformArray != -1 || fragmentShaderIndex < 0 || fragmentShaders[fragmentShaderIndex].uniforms.Num() == 0 );
	} else {
		// store the uniform locations after we have linked the GLSL program
		prog.uniformLocations.Clear();
		for ( int i = 0; i < RENDERPARM_TOTAL; i++ ) {
			const char * parmName = GetGLSLParmName( i );
			GLint loc = qglGetUniformLocation( program, parmName );
			if ( loc != -1 ) {
				glslUniformLocation_t uniformLocation;
				uniformLocation.parmIndex = i;
				uniformLocation.uniformIndex = loc;
				prog.uniformLocations.Append( uniformLocation );
			}
		}

		// store the USER uniform locations
		for ( int i = 0; i < MAX_GLSL_USER_PARMS; i++ ) {
			const char * parmName = GetGLSLParmName( RENDERPARM_USER + i );
			GLint loc = qglGetUniformLocation( program, parmName );
			if ( loc != -1 ) {
				glslUniformLocation_t uniformLocation;
				uniformLocation.parmIndex = RENDERPARM_USER + i;
				uniformLocation.uniformIndex = loc;
				prog.uniformLocations.Append( uniformLocation );
			}
		}

		// sort the uniforms based on index
		prog.uniformLocations.SortWithTemplate( idSort_QuickUniforms() );
	}

	// get the uniform buffer binding for skinning joint matrices
	GLint blockIndex = qglGetUniformBlockIndex( program, "matrices_ubo" );
	if ( blockIndex != -1 ) {
		qglUniformBlockBinding( program, blockIndex, 0 );
	}

	// set the texture unit locations once for the render program. We only need to do this once since we only link the program once
	qglUseProgram( program );
	for ( int i = 0; i < MAX_PROG_TEXTURE_PARMS; ++i ) {
		GLint loc = qglGetUniformLocation( program, va( "samp%d", i ) );
		if ( loc != -1 ) {
			qglUniform1i( loc, i );
		}
	}

	idStr programName = vertexShaders[ vertexShaderIndex ].name;
	programName.StripFileExtension();
	prog.name = programName;
	prog.progId = program;
	prog.fragmentShaderIndex = fragmentShaderIndex;
	prog.vertexShaderIndex = vertexShaderIndex;
}
Exemplo n.º 4
0
//Does a water warp on the pre-fragmented glpoly_t chain
void EmitWaterPolys (msurface_t *fa) {
    glpoly_t *p;
    float *v, s, t, os, ot;
    int i;
    byte *col;
    extern cvar_t r_telecolor, r_watercolor, r_slimecolor, r_lavacolor;
    float wateralpha = bound((1 - r_refdef2.max_watervis), r_wateralpha.value, 1);

    vec3_t nv;
    GLint shader, u_gamma, u_contrast;

    GL_DisableMultitexture();

    if (gl_fogenable.value)
        glEnable(GL_FOG);

    GL_Bind (fa->texinfo->texture->gl_texturenum);

    /* FIXME: do the uniforms somewhere else */
    shader = glsl_shaders[SHADER_TURB].shader;
    qglUseProgram(shader);
    u_gamma    = qglGetUniformLocation(shader, "gamma");
    u_contrast = qglGetUniformLocation(shader, "contrast");
    qglUniform1f(u_gamma, v_gamma.value);
    qglUniform1f(u_contrast, v_contrast.value);

    if (r_fastturb.value)
    {
        GL_Bind(whitetexture);

        if (strstr (fa->texinfo->texture->name, "water") || strstr (fa->texinfo->texture->name, "mwat"))
            col = r_watercolor.color;
        else if (strstr (fa->texinfo->texture->name, "slime"))
            col = r_slimecolor.color;
        else if (strstr (fa->texinfo->texture->name, "lava"))
            col = r_lavacolor.color;
        else if (strstr (fa->texinfo->texture->name, "tele"))
            col = r_telecolor.color;
        else
            col = (byte *) &fa->texinfo->texture->flatcolor3ub;

        glColor3ubv (col);

        if (wateralpha < 1.0 && wateralpha >= 0) {
            glEnable (GL_BLEND);
            col[3] = wateralpha*255;
            glColor4ubv (col); // 1, 1, 1, wateralpha
            glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
            if (wateralpha < 0.9)
                glDepthMask (GL_FALSE);
        }

        EmitFlatWaterPoly (fa);

        if (wateralpha < 1.0 && wateralpha >= 0) {
            glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
            glColor3ubv (color_white);
            glDisable (GL_BLEND);
            if (wateralpha < 0.9)
                glDepthMask (GL_TRUE);
        }

        glColor3ubv (color_white);
    } else {
        for (p = fa->polys; p; p = p->next) {
            glBegin(GL_POLYGON);
            for (i = 0, v = p->verts[0]; i < p->numverts; i++, v += VERTEXSIZE) {
                os = v[3];
                ot = v[4];

                s = os + SINTABLE_APPROX(ot * 2 + r_refdef2.time);
                s *= (1.0 / 64);

                t = ot + SINTABLE_APPROX(os * 2 + r_refdef2.time);
                t *= (1.0 / 64);

                //VULT RIPPLE : Not sure where this came from first, but I've seen in it more than one engine
                //I got this one from the QMB engine though
                VectorCopy(v, nv);
                //Over 20 this setting gets pretty cheaty
                if (amf_waterripple.value && (cls.demoplayback || cl.spectator) && !strstr (fa->texinfo->texture->name, "tele"))
                    nv[2] = v[2] + (bound(0, amf_waterripple.value, 20)) *sin(v[0]*0.02+r_refdef2.time)*sin(v[1]*0.02+r_refdef2.time)*sin(v[2]*0.02+r_refdef2.time);

                glTexCoord2f (s, t);
                glVertex3fv (nv);

            }
            glEnd();
        }
    }
    qglUseProgram(0);

    if (gl_fogenable.value)
        glDisable(GL_FOG);
}