drop leftover unused code, headers for texture.cc and shader.cc

This commit is contained in:
q66 2020-04-30 22:50:35 +02:00
parent 768c588322
commit 949ec16cd7
34 changed files with 699 additions and 2164 deletions

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@ -1,4 +1,5 @@
#include "aa.hh"
#include "texture.hh"
#include "engine.hh"

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@ -1,3 +1,5 @@
#include "texture.hh"
#include "engine.hh"
extern vec hitsurface;

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@ -1,4 +1,10 @@
#ifndef ENGINE_BIH_HH
#define ENGINE_BIH_HH
#include <shared/geom.hh>
struct stainrenderer;
struct Texture;
struct BIH
{
@ -91,3 +97,4 @@ struct BIH
extern bool mmintersect(const extentity &e, const vec &o, const vec &ray, float maxdist, int mode, float &dist);
#endif

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@ -1,4 +1,5 @@
#include "blend.hh"
#include "texture.hh"
#include "engine.hh"

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@ -7,7 +7,6 @@
#ifndef STANDALONE
#include "light.hh"
#include "texture.hh"
#include "bih.hh"
#include "model.hh"
@ -53,6 +52,8 @@ struct font
#define MINRESW 640
#define MINRESH 480
struct Shader;
extern font *curfont;
extern Shader *textshader;
extern const matrix4x3 *textmatrix;
@ -64,42 +65,11 @@ extern void reloadfonts();
static inline void setfont(font *f) { if(f) curfont = f; }
// texture
extern int hwtexsize, hwcubetexsize, hwmaxaniso, maxtexsize, hwtexunits, hwvtexunits;
struct cubemapside;
extern Texture *textureload(const char *name, int clamp = 0, bool mipit = true, bool msg = true);
extern int texalign(const void *data, int w, int bpp);
extern bool floatformat(GLenum format);
extern void cleanuptexture(Texture *t);
extern uchar *loadalphamask(Texture *t);
extern Texture *cubemapload(const char *name, bool mipit = true, bool msg = true, bool transient = false);
extern void drawcubemap(int size, const vec &o, float yaw, float pitch, const cubemapside &side, bool onlysky = false);
extern void loadshaders();
extern void setuptexparameters(int tnum, const void *pixels, int clamp, int filter, GLenum format = GL_RGB, GLenum target = GL_TEXTURE_2D, bool swizzle = false);
extern void createtexture(int tnum, int w, int h, const void *pixels, int clamp, int filter, GLenum component = GL_RGB, GLenum target = GL_TEXTURE_2D, int pw = 0, int ph = 0, int pitch = 0, bool resize = true, GLenum format = GL_FALSE, bool swizzle = false);
extern void create3dtexture(int tnum, int w, int h, int d, const void *pixels, int clamp, int filter, GLenum component = GL_RGB, GLenum target = GL_TEXTURE_3D, bool swizzle = false);
extern void blurtexture(int n, int bpp, int w, int h, uchar *dst, const uchar *src, int margin = 0);
extern void blurnormals(int n, int w, int h, bvec *dst, const bvec *src, int margin = 0);
extern GLuint setuppostfx(int w, int h, GLuint outfbo = 0);
extern void cleanuppostfx(bool fullclean = false);
extern void renderpostfx(GLuint outfbo = 0);
extern void initenvmaps();
extern void genenvmaps();
extern ushort closestenvmap(const vec &o);
extern ushort closestenvmap(int orient, const ivec &o, int size);
extern GLuint lookupenvmap(ushort emid);
extern GLuint lookupenvmap(Slot &slot);
extern bool reloadtexture(Texture &tex);
extern bool reloadtexture(const char *name);
extern void setuptexcompress();
extern void clearslots();
extern void compacteditvslots();
extern void compactmruvslots();
extern void compactvslots(cube *c, int n = 8);
extern void compactvslot(int &index);
extern void compactvslot(VSlot &vs);
extern int compactvslots(bool cull = false);
extern void reloadtextures();
extern void cleanuptextures();
// pvs
extern void clearpvs();

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@ -1,4 +1,5 @@
#include "blend.hh"
#include "texture.hh"
#include "engine.hh"

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@ -1,4 +1,5 @@
#include "blend.hh"
#include "texture.hh"
#include "engine.hh"

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@ -1,6 +1,8 @@
// main.cpp: initialisation & main loop
#include "blend.hh"
#include "shader.hh"
#include "texture.hh"
#include "world.hh"
#include "engine.hh"

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@ -1,4 +1,5 @@
#include "material.hh"
#include "texture.hh"
#include "water.hh"
#include "engine.hh"

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@ -1,5 +1,7 @@
enum { MDL_MD2 = 0, MDL_MD3, MDL_MD5, MDL_OBJ, MDL_SMD, MDL_IQM, NUMMODELTYPES };
struct Shader;
struct model
{
char *name;

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@ -7,6 +7,8 @@
// avidemux - ok - 3Apr09-RockKeyman:had to swap UV channels as it showed up blue
// kino - ok
#include "texture.hh"
#include "engine.hh"
VAR(dbgmovie, 0, 0, 1);

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@ -1,3 +1,5 @@
#include "texture.hh"
#include "engine.hh"
struct normalkey

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@ -1,5 +1,6 @@
#include "blend.hh"
#include "material.hh"
#include "texture.hh"
#include "world.hh"
#include "engine.hh"

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@ -2,6 +2,7 @@
#include "blend.hh"
#include "material.hh"
#include "texture.hh"
#include "world.hh"
#include "engine.hh"

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@ -3,6 +3,7 @@
#include "aa.hh"
#include "blend.hh"
#include "material.hh"
#include "texture.hh"
#include "water.hh"
#include "engine.hh"

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@ -2,6 +2,7 @@
#include "aa.hh"
#include "material.hh"
#include "texture.hh"
#include "world.hh"
#include "engine.hh"

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@ -1,4 +1,6 @@
#include "aa.hh"
#include "shader.hh"
#include "texture.hh"
#include "engine.hh"

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@ -1,5 +1,7 @@
// renderparticles.cpp
#include "shader.hh"
#include "texture.hh"
#include "water.hh"
#include "world.hh"

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@ -1,3 +1,5 @@
#include "texture.hh"
#include "engine.hh"
Texture *sky[6] = { 0, 0, 0, 0, 0, 0 }, *clouds[6] = { 0, 0, 0, 0, 0, 0 };

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@ -1,3 +1,5 @@
#include "texture.hh"
#include "engine.hh"
static hashnameset<font> fonts;

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@ -1,6 +1,7 @@
// renderva.cpp: handles the occlusion and rendering of vertex arrays
#include "blend.hh"
#include "texture.hh"
#include "engine.hh"

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@ -1,5 +1,8 @@
// shader.cpp: OpenGL GLSL shader management
#include "shader.hh"
#include "texture.hh"
#include "engine.hh"
Shader *Shader::lastshader = NULL;

499
src/engine/shader.hh Normal file
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@ -0,0 +1,499 @@
#ifndef ENGINE_SHADER_HH
#define ENGINE_SHADER_HH
#include <shared/glexts.hh>
#include <shared/tools.hh>
#include <shared/geom.hh>
struct Slot;
struct VSlot;
struct GlobalShaderParamState
{
const char *name;
union
{
float fval[32];
int ival[32];
uint uval[32];
uchar buf[32*sizeof(float)];
};
int version;
static int nextversion;
void resetversions();
void changed()
{
if(++nextversion < 0) resetversions();
version = nextversion;
}
};
struct ShaderParamBinding
{
int loc, size;
GLenum format;
};
struct GlobalShaderParamUse : ShaderParamBinding
{
GlobalShaderParamState *param;
int version;
void flush()
{
if(version == param->version) return;
switch(format)
{
case GL_BOOL:
case GL_FLOAT: glUniform1fv_(loc, size, param->fval); break;
case GL_BOOL_VEC2:
case GL_FLOAT_VEC2: glUniform2fv_(loc, size, param->fval); break;
case GL_BOOL_VEC3:
case GL_FLOAT_VEC3: glUniform3fv_(loc, size, param->fval); break;
case GL_BOOL_VEC4:
case GL_FLOAT_VEC4: glUniform4fv_(loc, size, param->fval); break;
case GL_INT: glUniform1iv_(loc, size, param->ival); break;
case GL_INT_VEC2: glUniform2iv_(loc, size, param->ival); break;
case GL_INT_VEC3: glUniform3iv_(loc, size, param->ival); break;
case GL_INT_VEC4: glUniform4iv_(loc, size, param->ival); break;
case GL_UNSIGNED_INT: glUniform1uiv_(loc, size, param->uval); break;
case GL_UNSIGNED_INT_VEC2: glUniform2uiv_(loc, size, param->uval); break;
case GL_UNSIGNED_INT_VEC3: glUniform3uiv_(loc, size, param->uval); break;
case GL_UNSIGNED_INT_VEC4: glUniform4uiv_(loc, size, param->uval); break;
case GL_FLOAT_MAT2: glUniformMatrix2fv_(loc, 1, GL_FALSE, param->fval); break;
case GL_FLOAT_MAT3: glUniformMatrix3fv_(loc, 1, GL_FALSE, param->fval); break;
case GL_FLOAT_MAT4: glUniformMatrix4fv_(loc, 1, GL_FALSE, param->fval); break;
}
version = param->version;
}
};
struct LocalShaderParamState : ShaderParamBinding
{
const char *name;
};
struct SlotShaderParam
{
enum
{
REUSE = 1<<0
};
const char *name;
int loc, flags;
float val[4];
};
struct SlotShaderParamState : LocalShaderParamState
{
int flags;
float val[4];
SlotShaderParamState() {}
SlotShaderParamState(const SlotShaderParam &p)
{
name = p.name;
loc = -1;
size = 1;
format = GL_FLOAT_VEC4;
flags = p.flags;
memcpy(val, p.val, sizeof(val));
}
};
enum
{
SHADER_DEFAULT = 0,
SHADER_WORLD = 1<<0,
SHADER_ENVMAP = 1<<1,
SHADER_REFRACT = 1<<2,
SHADER_OPTION = 1<<3,
SHADER_DYNAMIC = 1<<4,
SHADER_TRIPLANAR = 1<<5,
SHADER_INVALID = 1<<8,
SHADER_DEFERRED = 1<<9
};
#define MAXVARIANTROWS 32
struct UniformLoc
{
const char *name, *blockname;
int loc, version, binding, stride, offset, size;
void *data;
UniformLoc(const char *name = NULL, const char *blockname = NULL, int binding = -1, int stride = -1) : name(name), blockname(blockname), loc(-1), version(-1), binding(binding), stride(stride), offset(-1), size(-1), data(NULL) {}
};
struct AttribLoc
{
const char *name;
int loc;
AttribLoc(const char *name = NULL, int loc = -1) : name(name), loc(loc) {}
};
struct FragDataLoc
{
const char *name;
int loc;
GLenum format;
int index;
FragDataLoc(const char *name = NULL, int loc = -1, GLenum format = GL_FALSE, int index = 0) : name(name), loc(loc), format(format), index(index) {}
};
struct Shader
{
static Shader *lastshader;
char *name, *vsstr, *psstr, *defer;
int type;
GLuint program, vsobj, psobj;
vector<SlotShaderParamState> defaultparams;
vector<GlobalShaderParamUse> globalparams;
vector<LocalShaderParamState> localparams;
vector<uchar> localparamremap;
Shader *variantshader;
vector<Shader *> variants;
ushort *variantrows;
bool standard, forced, used;
Shader *reusevs, *reuseps;
vector<UniformLoc> uniformlocs;
vector<AttribLoc> attriblocs;
vector<FragDataLoc> fragdatalocs;
const void *owner;
Shader() : name(NULL), vsstr(NULL), psstr(NULL), defer(NULL), type(SHADER_DEFAULT), program(0), vsobj(0), psobj(0), variantshader(NULL), variantrows(NULL), standard(false), forced(false), used(false), reusevs(NULL), reuseps(NULL), owner(NULL)
{
}
~Shader()
{
DELETEA(name);
DELETEA(vsstr);
DELETEA(psstr);
DELETEA(defer);
DELETEA(variantrows);
}
void allocparams(Slot *slot = NULL);
void setslotparams(Slot &slot);
void setslotparams(Slot &slot, VSlot &vslot);
void bindprograms();
void flushparams(Slot *slot = NULL)
{
if(!used) { allocparams(slot); used = true; }
loopv(globalparams) globalparams[i].flush();
}
void force();
bool invalid() const { return (type&SHADER_INVALID)!=0; }
bool deferred() const { return (type&SHADER_DEFERRED)!=0; }
bool loaded() const { return !(type&(SHADER_DEFERRED|SHADER_INVALID)); }
bool hasoption() const { return (type&SHADER_OPTION)!=0; }
bool isdynamic() const { return (type&SHADER_DYNAMIC)!=0; }
static inline bool isnull(const Shader *s) { return !s; }
bool isnull() const { return isnull(this); }
int numvariants(int row) const
{
if(row < 0 || row >= MAXVARIANTROWS || !variantrows) return 0;
return variantrows[row+1] - variantrows[row];
}
Shader *getvariant(int col, int row) const
{
if(row < 0 || row >= MAXVARIANTROWS || col < 0 || !variantrows) return NULL;
int start = variantrows[row], end = variantrows[row+1];
return col < end - start ? variants[start + col] : NULL;
}
void addvariant(int row, Shader *s)
{
if(row < 0 || row >= MAXVARIANTROWS || variants.length() >= USHRT_MAX) return;
if(!variantrows) { variantrows = new ushort[MAXVARIANTROWS+1]; memset(variantrows, 0, (MAXVARIANTROWS+1)*sizeof(ushort)); }
variants.insert(variantrows[row+1], s);
for(int i = row+1; i <= MAXVARIANTROWS; ++i) ++variantrows[i];
}
void setvariant_(int col, int row)
{
Shader *s = this;
if(variantrows)
{
int start = variantrows[row], end = variantrows[row+1];
for(col = min(start + col, end-1); col >= start; --col) if(!variants[col]->invalid()) { s = variants[col]; break; }
}
if(lastshader!=s) s->bindprograms();
}
void setvariant(int col, int row)
{
if(isnull() || !loaded()) return;
setvariant_(col, row);
lastshader->flushparams();
}
void setvariant(int col, int row, Slot &slot)
{
if(isnull() || !loaded()) return;
setvariant_(col, row);
lastshader->flushparams(&slot);
lastshader->setslotparams(slot);
}
void setvariant(int col, int row, Slot &slot, VSlot &vslot)
{
if(isnull() || !loaded()) return;
setvariant_(col, row);
lastshader->flushparams(&slot);
lastshader->setslotparams(slot, vslot);
}
void set_()
{
if(lastshader!=this) bindprograms();
}
void set()
{
if(isnull() || !loaded()) return;
set_();
lastshader->flushparams();
}
void set(Slot &slot)
{
if(isnull() || !loaded()) return;
set_();
lastshader->flushparams(&slot);
lastshader->setslotparams(slot);
}
void set(Slot &slot, VSlot &vslot)
{
if(isnull() || !loaded()) return;
set_();
lastshader->flushparams(&slot);
lastshader->setslotparams(slot, vslot);
}
bool compile();
void cleanup(bool full = false);
static int uniformlocversion();
};
struct GlobalShaderParam
{
const char *name;
GlobalShaderParamState *param;
GlobalShaderParam(const char *name) : name(name), param(NULL) {}
GlobalShaderParamState *resolve()
{
extern GlobalShaderParamState *getglobalparam(const char *name);
if(!param) param = getglobalparam(name);
param->changed();
return param;
}
void setf(float x = 0, float y = 0, float z = 0, float w = 0)
{
GlobalShaderParamState *g = resolve();
g->fval[0] = x;
g->fval[1] = y;
g->fval[2] = z;
g->fval[3] = w;
}
void set(const vec &v, float w = 0) { setf(v.x, v.y, v.z, w); }
void set(const vec2 &v, float z = 0, float w = 0) { setf(v.x, v.y, z, w); }
void set(const vec4 &v) { setf(v.x, v.y, v.z, v.w); }
void set(const plane &p) { setf(p.x, p.y, p.z, p.offset); }
void set(const matrix2 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
void set(const matrix3 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
void set(const matrix4 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
template<class T>
void setv(const T *v, int n = 1) { memcpy(resolve()->buf, v, n*sizeof(T)); }
void seti(int x = 0, int y = 0, int z = 0, int w = 0)
{
GlobalShaderParamState *g = resolve();
g->ival[0] = x;
g->ival[1] = y;
g->ival[2] = z;
g->ival[3] = w;
}
void set(const ivec &v, int w = 0) { seti(v.x, v.y, v.z, w); }
void set(const ivec2 &v, int z = 0, int w = 0) { seti(v.x, v.y, z, w); }
void set(const ivec4 &v) { seti(v.x, v.y, v.z, v.w); }
void setu(uint x = 0, uint y = 0, uint z = 0, uint w = 0)
{
GlobalShaderParamState *g = resolve();
g->uval[0] = x;
g->uval[1] = y;
g->uval[2] = z;
g->uval[3] = w;
}
template<class T>
T *reserve(int n = 1) { return (T *)resolve()->buf; }
};
struct LocalShaderParam
{
const char *name;
int loc;
LocalShaderParam(const char *name) : name(name), loc(-1) {}
LocalShaderParamState *resolve()
{
Shader *s = Shader::lastshader;
if(!s) return NULL;
if(!s->localparamremap.inrange(loc))
{
extern int getlocalparam(const char *name);
if(loc == -1) loc = getlocalparam(name);
if(!s->localparamremap.inrange(loc)) return NULL;
}
uchar remap = s->localparamremap[loc];
return s->localparams.inrange(remap) ? &s->localparams[remap] : NULL;
}
void setf(float x = 0, float y = 0, float z = 0, float w = 0)
{
ShaderParamBinding *b = resolve();
if(b) switch(b->format)
{
case GL_BOOL:
case GL_FLOAT: glUniform1f_(b->loc, x); break;
case GL_BOOL_VEC2:
case GL_FLOAT_VEC2: glUniform2f_(b->loc, x, y); break;
case GL_BOOL_VEC3:
case GL_FLOAT_VEC3: glUniform3f_(b->loc, x, y, z); break;
case GL_BOOL_VEC4:
case GL_FLOAT_VEC4: glUniform4f_(b->loc, x, y, z, w); break;
case GL_INT: glUniform1i_(b->loc, int(x)); break;
case GL_INT_VEC2: glUniform2i_(b->loc, int(x), int(y)); break;
case GL_INT_VEC3: glUniform3i_(b->loc, int(x), int(y), int(z)); break;
case GL_INT_VEC4: glUniform4i_(b->loc, int(x), int(y), int(z), int(w)); break;
case GL_UNSIGNED_INT: glUniform1ui_(b->loc, uint(x)); break;
case GL_UNSIGNED_INT_VEC2: glUniform2ui_(b->loc, uint(x), uint(y)); break;
case GL_UNSIGNED_INT_VEC3: glUniform3ui_(b->loc, uint(x), uint(y), uint(z)); break;
case GL_UNSIGNED_INT_VEC4: glUniform4ui_(b->loc, uint(x), uint(y), uint(z), uint(w)); break;
}
}
void set(const vec &v, float w = 0) { setf(v.x, v.y, v.z, w); }
void set(const vec2 &v, float z = 0, float w = 0) { setf(v.x, v.y, z, w); }
void set(const vec4 &v) { setf(v.x, v.y, v.z, v.w); }
void set(const plane &p) { setf(p.x, p.y, p.z, p.offset); }
void setv(const float *f, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform1fv_(b->loc, n, f); }
void setv(const vec *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform3fv_(b->loc, n, v->v); }
void setv(const vec2 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform2fv_(b->loc, n, v->v); }
void setv(const vec4 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4fv_(b->loc, n, v->v); }
void setv(const plane *p, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4fv_(b->loc, n, p->v); }
void setv(const matrix2 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix2fv_(b->loc, n, GL_FALSE, m->a.v); }
void setv(const matrix3 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix3fv_(b->loc, n, GL_FALSE, m->a.v); }
void setv(const matrix4 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix4fv_(b->loc, n, GL_FALSE, m->a.v); }
void set(const matrix2 &m) { setv(&m); }
void set(const matrix3 &m) { setv(&m); }
void set(const matrix4 &m) { setv(&m); }
template<class T>
void sett(T x, T y, T z, T w)
{
ShaderParamBinding *b = resolve();
if(b) switch(b->format)
{
case GL_FLOAT: glUniform1f_(b->loc, x); break;
case GL_FLOAT_VEC2: glUniform2f_(b->loc, x, y); break;
case GL_FLOAT_VEC3: glUniform3f_(b->loc, x, y, z); break;
case GL_FLOAT_VEC4: glUniform4f_(b->loc, x, y, z, w); break;
case GL_BOOL:
case GL_INT: glUniform1i_(b->loc, x); break;
case GL_BOOL_VEC2:
case GL_INT_VEC2: glUniform2i_(b->loc, x, y); break;
case GL_BOOL_VEC3:
case GL_INT_VEC3: glUniform3i_(b->loc, x, y, z); break;
case GL_BOOL_VEC4:
case GL_INT_VEC4: glUniform4i_(b->loc, x, y, z, w); break;
case GL_UNSIGNED_INT: glUniform1ui_(b->loc, x); break;
case GL_UNSIGNED_INT_VEC2: glUniform2ui_(b->loc, x, y); break;
case GL_UNSIGNED_INT_VEC3: glUniform3ui_(b->loc, x, y, z); break;
case GL_UNSIGNED_INT_VEC4: glUniform4ui_(b->loc, x, y, z, w); break;
}
}
void seti(int x = 0, int y = 0, int z = 0, int w = 0) { sett<int>(x, y, z, w); }
void set(const ivec &v, int w = 0) { seti(v.x, v.y, v.z, w); }
void set(const ivec2 &v, int z = 0, int w = 0) { seti(v.x, v.y, z, w); }
void set(const ivec4 &v) { seti(v.x, v.y, v.z, v.w); }
void setv(const int *i, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform1iv_(b->loc, n, i); }
void setv(const ivec *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform3iv_(b->loc, n, v->v); }
void setv(const ivec2 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform2iv_(b->loc, n, v->v); }
void setv(const ivec4 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4iv_(b->loc, n, v->v); }
void setu(uint x = 0, uint y = 0, uint z = 0, uint w = 0) { sett<uint>(x, y, z, w); }
void setv(const uint *u, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform1uiv_(b->loc, n, u); }
};
#define LOCALPARAM(name, vals) do { static LocalShaderParam param( #name ); param.set(vals); } while(0)
#define LOCALPARAMF(name, ...) do { static LocalShaderParam param( #name ); param.setf(__VA_ARGS__); } while(0)
#define LOCALPARAMI(name, ...) do { static LocalShaderParam param( #name ); param.seti(__VA_ARGS__); } while(0)
#define LOCALPARAMV(name, vals, num) do { static LocalShaderParam param( #name ); param.setv(vals, num); } while(0)
#define GLOBALPARAM(name, vals) do { static GlobalShaderParam param( #name ); param.set(vals); } while(0)
#define GLOBALPARAMF(name, ...) do { static GlobalShaderParam param( #name ); param.setf(__VA_ARGS__); } while(0)
#define GLOBALPARAMI(name, ...) do { static GlobalShaderParam param( #name ); param.seti(__VA_ARGS__); } while(0)
#define GLOBALPARAMV(name, vals, num) do { static GlobalShaderParam param( #name ); param.setv(vals, num); } while(0)
#define SETSHADER(name, ...) \
do { \
static Shader *name##shader = NULL; \
if(!name##shader) name##shader = lookupshaderbyname(#name); \
name##shader->set(__VA_ARGS__); \
} while(0)
#define SETVARIANT(name, ...) \
do { \
static Shader *name##shader = NULL; \
if(!name##shader) name##shader = lookupshaderbyname(#name); \
name##shader->setvariant(__VA_ARGS__); \
} while(0)
void resetslotshader();
void setslotshader(Slot &s);
void linkslotshader(Slot &s, bool load = true);
void linkvslotshader(VSlot &s, bool load = true);
bool shouldreuseparams(Slot &s, VSlot &p);
void setupshaders();
void loadshaders();
void reloadshaders();
void cleanupshaders();
extern int maxvsuniforms, maxfsuniforms;
extern Shader *nullshader, *hudshader, *hudtextshader, *hudnotextureshader, *nocolorshader, *foggedshader, *foggednotextureshader, *ldrshader, *ldrnotextureshader, *stdworldshader;
const char *getshaderparamname(const char *name, bool insert = true);
Shader *lookupshaderbyname(const char *name);
Shader *useshaderbyname(const char *name);
Shader *generateshader(const char *name, const char *cmd, ...);
GLuint setuppostfx(int w, int h, GLuint outfbo = 0);
void cleanuppostfx(bool fullclean = false);
void renderpostfx(GLuint outfbo = 0);
#endif

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@ -1,4 +1,5 @@
#include "material.hh"
#include "texture.hh"
#include "engine.hh"

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@ -1,790 +0,0 @@
struct editline
{
enum { CHUNKSIZE = 256 };
char *text;
int len, maxlen;
editline() : text(NULL), len(0), maxlen(0) {}
editline(const char *init) : text(NULL), len(0), maxlen(0)
{
set(init);
}
bool empty() { return len <= 0; }
void clear()
{
DELETEA(text);
len = maxlen = 0;
}
bool grow(int total, const char *fmt = "", ...)
{
if(total + 1 <= maxlen) return false;
maxlen = (total + CHUNKSIZE) - total%CHUNKSIZE;
char *newtext = new char[maxlen];
if(fmt)
{
va_list args;
va_start(args, fmt);
vformatstring(newtext, fmt, args, maxlen);
va_end(args);
}
else newtext[0] = '\0';
DELETEA(text);
text = newtext;
return true;
}
void set(const char *str, int slen = -1)
{
if(slen < 0)
{
slen = strlen(str);
if(!grow(slen, "%s", str)) memcpy(text, str, slen + 1);
}
else
{
grow(slen);
memcpy(text, str, slen);
text[slen] = '\0';
}
len = slen;
}
void prepend(const char *str)
{
int slen = strlen(str);
if(!grow(slen + len, "%s%s", str, text ? text : ""))
{
memmove(&text[slen], text, len + 1);
memcpy(text, str, slen + 1);
}
len += slen;
}
void append(const char *str)
{
int slen = strlen(str);
if(!grow(len + slen, "%s%s", text ? text : "", str)) memcpy(&text[len], str, slen + 1);
len += slen;
}
bool read(stream *f, int chop = -1)
{
if(chop < 0) chop = INT_MAX; else chop++;
set("");
while(len + 1 < chop && f->getline(&text[len], min(maxlen, chop) - len))
{
len += strlen(&text[len]);
if(len > 0 && text[len-1] == '\n')
{
text[--len] = '\0';
return true;
}
if(len + 1 >= maxlen && len + 1 < chop) grow(len + CHUNKSIZE, "%s", text);
}
if(len + 1 >= chop)
{
char buf[CHUNKSIZE];
while(f->getline(buf, sizeof(buf)))
{
int blen = strlen(buf);
if(blen > 0 && buf[blen-1] == '\n') return true;
}
}
return len > 0;
}
void del(int start, int count)
{
if(!text) return;
if(start < 0) { count += start; start = 0; }
if(count <= 0 || start >= len) return;
if(start + count > len) count = len - start - 1;
memmove(&text[start], &text[start+count], len + 1 - (start + count));
len -= count;
}
void chop(int newlen)
{
if(!text) return;
len = clamp(newlen, 0, len);
text[len] = '\0';
}
void insert(char *str, int start, int count = 0)
{
if(count <= 0) count = strlen(str);
start = clamp(start, 0, len);
grow(len + count, "%s", text ? text : "");
memmove(&text[start + count], &text[start], len - start + 1);
memcpy(&text[start], str, count);
len += count;
}
void combinelines(vector<editline> &src)
{
if(src.empty()) set("");
else loopv(src)
{
if(i) append("\n");
if(!i) set(src[i].text, src[i].len);
else insert(src[i].text, len, src[i].len);
}
}
};
enum { EDITORFOCUSED = 1, EDITORUSED, EDITORFOREVER };
struct editor
{
int mode; //editor mode - 1= keep while focused, 2= keep while used in gui, 3= keep forever (i.e. until mode changes)
bool active, rendered;
const char *name;
const char *filename;
int cx, cy; // cursor position - ensured to be valid after a region() or currentline()
int mx, my; // selection mark, mx=-1 if following cursor - avoid direct access, instead use region()
int maxx, maxy; // maxy=-1 if unlimited lines, 1 if single line editor
int scrolly; // vertical scroll offset
bool linewrap;
int pixelwidth; // required for up/down/hit/draw/bounds
int pixelheight; // -1 for variable sized, i.e. from bounds()
vector<editline> lines; // MUST always contain at least one line!
editor(const char *name, int mode, const char *initval) :
mode(mode), active(true), rendered(false), name(newstring(name)), filename(NULL),
cx(0), cy(0), mx(-1), maxx(-1), maxy(-1), scrolly(0), linewrap(false), pixelwidth(-1), pixelheight(-1)
{
//printf("editor %08x '%s'\n", this, name);
lines.add().set(initval ? initval : "");
}
~editor()
{
//printf("~editor %08x '%s'\n", this, name);
DELETEA(name);
DELETEA(filename);
clear(NULL);
}
bool empty() { return lines.length() == 1 && lines[0].empty(); }
void clear(const char *init = "")
{
cx = cy = 0;
mark(false);
loopv(lines) lines[i].clear();
lines.shrink(0);
if(init) lines.add().set(init);
}
void init(const char *inittext)
{
if(strcmp(lines[0].text, inittext)) clear(inittext);
}
void updateheight()
{
int width;
text_bounds(lines[0].text, width, pixelheight, pixelwidth);
}
void setfile(const char *fname)
{
DELETEA(filename);
if(fname) filename = newstring(fname);
}
void load()
{
if(!filename) return;
clear(NULL);
stream *file = openutf8file(filename, "r");
if(file)
{
while(lines.add().read(file, maxx) && (maxy < 0 || lines.length() <= maxy));
lines.pop().clear();
delete file;
}
if(lines.empty()) lines.add().set("");
}
void save()
{
if(!filename) return;
stream *file = openutf8file(filename, "w");
if(!file) return;
loopv(lines) file->putline(lines[i].text);
delete file;
}
void mark(bool enable)
{
mx = (enable) ? cx : -1;
my = cy;
}
void selectall()
{
mx = my = INT_MAX;
cx = cy = 0;
}
// constrain results to within buffer - s=start, e=end, return true if a selection range
// also ensures that cy is always within lines[] and cx is valid
bool region(int &sx, int &sy, int &ex, int &ey)
{
int n = lines.length();
ASSERT(n != 0);
if(cy < 0) cy = 0; else if(cy >= n) cy = n-1;
int len = lines[cy].len;
if(cx < 0) cx = 0; else if(cx > len) cx = len;
if(mx >= 0)
{
if(my < 0) my = 0; else if(my >= n) my = n-1;
len = lines[my].len;
if(mx > len) mx = len;
sx = mx; sy = my;
}
else { sx = cx; sy = cy; }
ex = cx;
ey = cy;
if(sy > ey) { swap(sy, ey); swap(sx, ex); }
else if(sy==ey && sx > ex) swap(sx, ex);
if(mx >= 0) ex++;
return (sx != ex) || (sy != ey);
}
bool region() { int sx, sy, ex, ey; return region(sx, sy, ex, ey); }
// also ensures that cy is always within lines[] and cx is valid
editline &currentline()
{
int n = lines.length();
ASSERT(n != 0);
if(cy < 0) cy = 0; else if(cy >= n) cy = n-1;
if(cx < 0) cx = 0; else if(cx > lines[cy].len) cx = lines[cy].len;
return lines[cy];
}
void copyselectionto(editor *b)
{
if(b==this) return;
b->clear(NULL);
int sx, sy, ex, ey;
region(sx, sy, ex, ey);
loopi(1+ey-sy)
{
if(b->maxy != -1 && b->lines.length() >= b->maxy) break;
int y = sy+i;
char *line = lines[y].text;
int len = lines[y].len;
if(y == sy && y == ey)
{
line += sx;
len = ex - sx;
}
else if(y == sy) line += sx;
else if(y == ey) len = ex;
b->lines.add().set(line, len);
}
if(b->lines.empty()) b->lines.add().set("");
}
char *tostring()
{
int len = 0;
loopv(lines) len += lines[i].len + 1;
char *str = newstring(len);
int offset = 0;
loopv(lines)
{
editline &l = lines[i];
memcpy(&str[offset], l.text, l.len);
offset += l.len;
str[offset++] = '\n';
}
str[offset] = '\0';
return str;
}
char *selectiontostring()
{
vector<char> buf;
int sx, sy, ex, ey;
region(sx, sy, ex, ey);
loopi(1+ey-sy)
{
int y = sy+i;
char *line = lines[y].text;
int len = lines[y].len;
if(y == sy && y == ey)
{
line += sx;
len = ex - sx;
}
else if(y == sy) line += sx;
else if(y == ey) len = ex;
buf.put(line, len);
buf.add('\n');
}
buf.add('\0');
return newstring(buf.getbuf(), buf.length()-1);
}
void removelines(int start, int count)
{
loopi(count) lines[start+i].clear();
lines.remove(start, count);
}
bool del() // removes the current selection (if any)
{
int sx, sy, ex, ey;
if(!region(sx, sy, ex, ey))
{
mark(false);
return false;
}
if(sy == ey)
{
if(sx == 0 && ex == lines[ey].len) removelines(sy, 1);
else lines[sy].del(sx, ex - sx);
}
else
{
if(ey > sy+1) { removelines(sy+1, ey-(sy+1)); ey = sy+1; }
if(ex == lines[ey].len) removelines(ey, 1); else lines[ey].del(0, ex);
if(sx == 0) removelines(sy, 1); else lines[sy].del(sx, lines[sy].len - sx);
}
if(lines.empty()) lines.add().set("");
mark(false);
cx = sx;
cy = sy;
editline &current = currentline();
if(cx >= current.len && cy < lines.length() - 1)
{
current.append(lines[cy+1].text);
removelines(cy + 1, 1);
}
return true;
}
void insert(char ch)
{
del();
editline &current = currentline();
if(ch == '\n')
{
if(maxy == -1 || cy < maxy-1)
{
editline newline(&current.text[cx]);
current.chop(cx);
cy = min(lines.length(), cy+1);
lines.insert(cy, newline);
}
else current.chop(cx);
cx = 0;
}
else
{
int len = current.len;
if(maxx >= 0 && len > maxx-1) len = maxx-1;
if(cx <= len) current.insert(&ch, cx++, 1);
}
}
void insert(const char *s)
{
while(*s) insert(*s++);
}
void insertallfrom(editor *b)
{
if(b==this) return;
del();
if(b->lines.length() == 1 || maxy == 1)
{
editline &current = currentline();
char *str = b->lines[0].text;
int slen = b->lines[0].len;
if(maxx >= 0 && b->lines[0].len + cx > maxx) slen = maxx-cx;
if(slen > 0)
{
int len = current.len;
if(maxx >= 0 && slen + cx + len > maxx) len = max(0, maxx-(cx+slen));
current.insert(str, cx, slen);
cx += slen;
}
}
else
{
loopv(b->lines)
{
if(!i)
{
lines[cy++].append(b->lines[i].text);
}
else if(i >= b->lines.length())
{
cx = b->lines[i].len;
lines[cy].prepend(b->lines[i].text);
}
else if(maxy < 0 || lines.length() < maxy) lines.insert(cy++, editline(b->lines[i].text));
}
}
}
void scrollup()
{
cy--;
}
void scrolldown()
{
cy++;
}
void key(int code)
{
switch(code)
{
case SDLK_UP:
if(linewrap)
{
int x, y;
char *str = currentline().text;
text_pos(str, cx+1, x, y, pixelwidth);
if(y > 0) { cx = text_visible(str, x, y-FONTH, pixelwidth); break; }
}
cy--;
break;
case SDLK_DOWN:
if(linewrap)
{
int x, y, width, height;
char *str = currentline().text;
text_pos(str, cx, x, y, pixelwidth);
text_bounds(str, width, height, pixelwidth);
y += FONTH;
if(y < height) { cx = text_visible(str, x, y, pixelwidth); break; }
}
cy++;
break;
case SDLK_PAGEUP:
cy-=pixelheight/FONTH;
break;
case SDLK_PAGEDOWN:
cy+=pixelheight/FONTH;
break;
case SDLK_HOME:
cx = cy = 0;
break;
case SDLK_END:
cx = cy = INT_MAX;
break;
case SDLK_LEFT:
cx--;
break;
case SDLK_RIGHT:
cx++;
break;
case SDLK_DELETE:
if(!del())
{
editline &current = currentline();
if(cx < current.len) current.del(cx, 1);
else if(cy < lines.length()-1)
{ //combine with next line
current.append(lines[cy+1].text);
removelines(cy+1, 1);
}
}
break;
case SDLK_BACKSPACE:
if(!del())
{
editline &current = currentline();
if(cx > 0) current.del(--cx, 1);
else if(cy > 0)
{ //combine with previous line
cx = lines[cy-1].len;
lines[cy-1].append(current.text);
removelines(cy--, 1);
}
}
break;