OctaCore/src/engine/shader.cc

1632 lines
53 KiB
C++

// shader.cpp: OpenGL GLSL shader management
#include "shader.hh"
#include <climits>
#include <algorithm>
#include <sauerlib/encoding.hh>
#include <shared/command.hh>
#include <shared/glemu.hh>
#include "command.hh" // identflags
#include "console.hh" /* conoutf */
#include "main.hh" // loadprogress, renderprogress, fatal
#include "octarender.hh"
#include "rendergl.hh"
#include "rendermodel.hh" // cleanupmodels
#include "texture.hh"
Shader *Shader::lastshader = nullptr;
Shader *nullshader = nullptr, *hudshader = nullptr, *hudtextshader = nullptr, *hudnotextureshader = nullptr, *nocolorshader = nullptr, *foggedshader = nullptr, *foggednotextureshader = nullptr, *ldrshader = nullptr, *ldrnotextureshader = nullptr, *stdworldshader = nullptr;
static hashnameset<GlobalShaderParamState> globalparams(256);
static hashtable<const char *, int> localparams(256);
static hashnameset<Shader> shaders(256);
static Shader *slotshader = nullptr;
static vector<SlotShaderParam> slotparams;
static bool standardshaders = false, forceshaders = true, loadedshaders = false;
VAR(maxvsuniforms, 1, 0, 0);
VAR(maxfsuniforms, 1, 0, 0);
VAR(mintexoffset, 1, 0, 0);
VAR(maxtexoffset, 1, 0, 0);
VAR(mintexrectoffset, 1, 0, 0);
VAR(maxtexrectoffset, 1, 0, 0);
//VAR(dbgshader, 0, 0, 2);
VAR(dbgshader, 0, 1, 2);
void loadshaders()
{
standardshaders = true;
execfile("config/glsl.cfg");
standardshaders = false;
nullshader = lookupshaderbyname("null");
hudshader = lookupshaderbyname("hud");
hudtextshader = lookupshaderbyname("hudtext");
hudnotextureshader = lookupshaderbyname("hudnotexture");
stdworldshader = lookupshaderbyname("stdworld");
if(!nullshader || !hudshader || !hudtextshader || !hudnotextureshader || !stdworldshader) fatal("cannot find shader definitions");
dummyslot.shader = stdworldshader;
dummydecalslot.shader = nullshader;
nocolorshader = lookupshaderbyname("nocolor");
foggedshader = lookupshaderbyname("fogged");
foggednotextureshader = lookupshaderbyname("foggednotexture");
ldrshader = lookupshaderbyname("ldr");
ldrnotextureshader = lookupshaderbyname("ldrnotexture");
nullshader->set();
loadedshaders = true;
}
Shader *lookupshaderbyname(const char *name)
{
Shader *s = shaders.access(name);
return s && s->loaded() ? s : nullptr;
}
Shader *generateshader(const char *name, const char *fmt, ...)
{
if(!loadedshaders) return nullptr;
Shader *s = name ? lookupshaderbyname(name) : nullptr;
if(!s)
{
defvformatstring(cmd, fmt, fmt);
bool wasstandard = standardshaders;
standardshaders = true;
execute(cmd);
standardshaders = wasstandard;
s = name ? lookupshaderbyname(name) : nullptr;
if(!s) s = nullshader;
}
return s;
}
static void showglslinfo(GLenum type, GLuint obj, const char *name, const char **parts = nullptr, int numparts = 0)
{
GLint length = 0;
if(type) glGetShaderiv_(obj, GL_INFO_LOG_LENGTH, &length);
else glGetProgramiv_(obj, GL_INFO_LOG_LENGTH, &length);
if(length > 1)
{
conoutf(CON_ERROR, "GLSL ERROR (%s:%s)", type == GL_VERTEX_SHADER ? "VS" : (type == GL_FRAGMENT_SHADER ? "FS" : "PROG"), name);
FILE *l = stdout;
if(l)
{
GLchar *log = new GLchar[length];
if(type) glGetShaderInfoLog_(obj, length, &length, log);
else glGetProgramInfoLog_(obj, length, &length, log);
fprintf(l, "%s\n", log);
bool partlines = log[0] != '0';
int line = 0;
loopi(numparts)
{
const char *part = parts[i];
int startline = line;
while(*part)
{
const char *next = strchr(part, '\n');
if(++line > 1000) goto done;
if(partlines) fprintf(l, "%d(%d): ", i, line - startline); else fprintf(l, "%d: ", line);
fwrite(part, 1, next ? next - part + 1 : strlen(part), l);
if(!next) { fputc('\n', l); break; }
part = next + 1;
}
}
done:
delete[] log;
}
}
}
static const char *finddecls(const char *line)
{
for(;;)
{
const char *start = line + strspn(line, " \t\r");
switch(*start)
{
case '\n':
line = start + 1;
continue;
case '#':
do
{
start = strchr(start + 1, '\n');
if(!start) return nullptr;
} while(start[-1] == '\\');
line = start + 1;
continue;
case '/':
switch(start[1])
{
case '/':
start = strchr(start + 2, '\n');
if(!start) return nullptr;
line = start + 1;
continue;
case '*':
start = strstr(start + 2, "*/");
if(!start) return nullptr;
line = start + 2;
continue;
}
// fall-through
default:
return line;
}
}
}
extern int amd_eal_bug;
static void compileglslshader(Shader &s, GLenum type, GLuint &obj, const char *def, const char *name, bool msg = true)
{
const char *source = def + strspn(def, " \t\r\n");
char *modsource = nullptr;
const char *parts[16];
int numparts = 0;
static const struct { int version; const char * const header; } glslversions[] =
{
{ 400, "#version 400\n" },
{ 330, "#version 330\n" },
{ 150, "#version 150\n" },
{ 140, "#version 140\n" },
{ 130, "#version 130\n" },
{ 120, "#version 120\n" }
};
loopi(sizeof(glslversions)/sizeof(glslversions[0])) if(glslversion >= glslversions[i].version)
{
parts[numparts++] = glslversions[i].header;
break;
}
if(glslversion < 140)
{
parts[numparts++] = "#extension GL_ARB_texture_rectangle : enable\n";
if(hasEGPU4)
parts[numparts++] = "#extension GL_EXT_gpu_shader4 : enable\n";
}
if(glslversion < 150 && hasTMS)
parts[numparts++] = "#extension GL_ARB_texture_multisample : enable\n";
if(glslversion >= 150 && glslversion < 330 && hasEAL && !amd_eal_bug)
parts[numparts++] = "#extension GL_ARB_explicit_attrib_location : enable\n";
if(glslversion < 400)
{
if(hasTG) parts[numparts++] = "#extension GL_ARB_texture_gather : enable\n";
if(hasGPU5) parts[numparts++] = "#extension GL_ARB_gpu_shader5 : enable\n";
}
if(glslversion >= 130)
{
if(type == GL_VERTEX_SHADER) parts[numparts++] =
"#define attribute in\n"
"#define varying out\n";
else if(type == GL_FRAGMENT_SHADER)
{
parts[numparts++] = "#define varying in\n";
parts[numparts++] = (glslversion >= 330 || (glslversion >= 150 && hasEAL)) && !amd_eal_bug ?
"#define fragdata(loc) layout(location = loc) out\n"
"#define fragblend(loc) layout(location = loc, index = 1) out\n" :
"#define fragdata(loc) out\n"
"#define fragblend(loc) out\n";
if(glslversion < 150)
{
const char *decls = finddecls(source);
if(decls)
{
static const char * const prec = "precision highp float;\n";
if(decls != source)
{
static const int preclen = strlen(prec);
int beforelen = int(decls-source), afterlen = strlen(decls);
modsource = newstring(beforelen + preclen + afterlen);
memcpy(modsource, source, beforelen);
memcpy(&modsource[beforelen], prec, preclen);
memcpy(&modsource[beforelen + preclen], decls, afterlen);
modsource[beforelen + preclen + afterlen] = '\0';
}
else parts[numparts++] = prec;
}
}
}
parts[numparts++] =
"#define texture1D(sampler, coords) texture(sampler, coords)\n"
"#define texture2D(sampler, coords) texture(sampler, coords)\n"
"#define texture2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)\n"
"#define texture2DProj(sampler, coords) textureProj(sampler, coords)\n"
"#define shadow2D(sampler, coords) texture(sampler, coords)\n"
"#define shadow2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)\n"
"#define texture3D(sampler, coords) texture(sampler, coords)\n"
"#define textureCube(sampler, coords) texture(sampler, coords)\n";
if(glslversion >= 140)
{
parts[numparts++] =
"#define texture2DRect(sampler, coords) texture(sampler, coords)\n"
"#define texture2DRectProj(sampler, coords) textureProj(sampler, coords)\n"
"#define shadow2DRect(sampler, coords) texture(sampler, coords)\n";
extern int mesa_texrectoffset_bug;
parts[numparts++] = mesa_texrectoffset_bug ?
"#define texture2DRectOffset(sampler, coords, offset) texture(sampler, coords + vec2(offset))\n"
"#define shadow2DRectOffset(sampler, coords, offset) texture(sampler, coords + vec2(offset))\n" :
"#define texture2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)\n"
"#define shadow2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)\n";
}
}
if(glslversion < 130 && hasEGPU4) parts[numparts++] = "#define uint unsigned int\n";
else if(glslversion < 140 && !hasEGPU4)
{
if(glslversion < 130) parts[numparts++] = "#define flat\n";
parts[numparts++] =
"#define texture2DRectOffset(sampler, coords, offset) texture2DRect(sampler, coords + vec2(offset))\n"
"#define shadow2DRectOffset(sampler, coords, offset) shadow2DRect(sampler, coords + vec2(offset))\n";
}
if(glslversion < 130 && type == GL_FRAGMENT_SHADER)
{
if(hasEGPU4)
{
parts[numparts++] =
"#define fragdata(loc) varying out\n"
"#define fragblend(loc) varying out\n";
}
else
{
loopv(s.fragdatalocs)
{
FragDataLoc &d = s.fragdatalocs[i];
if(d.index) continue;
if(i >= 4) break;
static string defs[4];
const char *swizzle = "";
switch(d.format)
{
case GL_UNSIGNED_INT_VEC2:
case GL_INT_VEC2:
case GL_FLOAT_VEC2: swizzle = ".rg"; break;
case GL_UNSIGNED_INT_VEC3:
case GL_INT_VEC3:
case GL_FLOAT_VEC3: swizzle = ".rgb"; break;
case GL_UNSIGNED_INT:
case GL_INT:
case GL_FLOAT: swizzle = ".r"; break;
}
formatstring(defs[i], "#define %s gl_FragData[%d]%s\n", d.name, d.loc, swizzle);
parts[numparts++] = defs[i];
}
}
}
parts[numparts++] = modsource ? modsource : source;
obj = glCreateShader_(type);
glShaderSource_(obj, numparts, (const GLchar **)parts, nullptr);
glCompileShader_(obj);
GLint success;
glGetShaderiv_(obj, GL_COMPILE_STATUS, &success);
if(!success)
{
if(msg) showglslinfo(type, obj, name, parts, numparts);
glDeleteShader_(obj);
obj = 0;
}
else if(dbgshader > 1 && msg) showglslinfo(type, obj, name, parts, numparts);
if(modsource) delete[] modsource;
}
VAR(dbgubo, 0, 0, 1);
static void bindglsluniform(Shader &s, UniformLoc &u)
{
u.loc = glGetUniformLocation_(s.program, u.name);
if(!u.blockname || !hasUBO) return;
GLuint bidx = glGetUniformBlockIndex_(s.program, u.blockname);
GLuint uidx = GL_INVALID_INDEX;
glGetUniformIndices_(s.program, 1, &u.name, &uidx);
if(bidx != GL_INVALID_INDEX && uidx != GL_INVALID_INDEX)
{
GLint sizeval = 0, offsetval = 0, strideval = 0;
glGetActiveUniformBlockiv_(s.program, bidx, GL_UNIFORM_BLOCK_DATA_SIZE, &sizeval);
if(sizeval <= 0) return;
glGetActiveUniformsiv_(s.program, 1, &uidx, GL_UNIFORM_OFFSET, &offsetval);
if(u.stride > 0)
{
glGetActiveUniformsiv_(s.program, 1, &uidx, GL_UNIFORM_ARRAY_STRIDE, &strideval);
if(strideval > u.stride) return;
}
u.offset = offsetval;
u.size = sizeval;
glUniformBlockBinding_(s.program, bidx, u.binding);
if(dbgubo) conoutf(CON_DEBUG, "UBO: %s:%s:%d, offset: %d, size: %d, stride: %d", u.name, u.blockname, u.binding, offsetval, sizeval, strideval);
}
}
static void bindworldtexlocs(Shader &s)
{
#define UNIFORMTEX(name, tmu) \
do { \
int loc = glGetUniformLocation_(s.program, name); \
if(loc != -1) { glUniform1i_(loc, tmu); } \
} while(0)
UNIFORMTEX("diffusemap", TEX_DIFFUSE);
UNIFORMTEX("normalmap", TEX_NORMAL);
UNIFORMTEX("glowmap", TEX_GLOW);
UNIFORMTEX("envmap", TEX_ENVMAP);
UNIFORMTEX("detaildiffusemap", TEX_DETAIL+TEX_DIFFUSE);
UNIFORMTEX("detailnormalmap", TEX_DETAIL+TEX_NORMAL);
UNIFORMTEX("blendmap", 7);
UNIFORMTEX("refractmask", 7);
UNIFORMTEX("refractlight", 8);
}
static void linkglslprogram(Shader &s, bool msg = true)
{
s.program = s.vsobj && s.psobj ? glCreateProgram_() : 0;
GLint success = 0;
if(s.program)
{
glAttachShader_(s.program, s.vsobj);
glAttachShader_(s.program, s.psobj);
uint attribs = 0;
loopv(s.attriblocs)
{
AttribLoc &a = s.attriblocs[i];
glBindAttribLocation_(s.program, a.loc, a.name);
attribs |= 1<<a.loc;
}
loopi(gle::MAXATTRIBS) if(!(attribs&(1<<i))) glBindAttribLocation_(s.program, i, gle::attribnames[i]);
if(hasGPU4 && ((glslversion < 330 && (glslversion < 150 || !hasEAL)) || amd_eal_bug)) loopv(s.fragdatalocs)
{
FragDataLoc &d = s.fragdatalocs[i];
if(d.index)
{
if(maxdualdrawbufs) glBindFragDataLocationIndexed_(s.program, d.loc, d.index, d.name);
}
else glBindFragDataLocation_(s.program, d.loc, d.name);
}
glLinkProgram_(s.program);
glGetProgramiv_(s.program, GL_LINK_STATUS, &success);
}
if(success)
{
glUseProgram_(s.program);
loopi(16)
{
static const char * const texnames[16] = { "tex0", "tex1", "tex2", "tex3", "tex4", "tex5", "tex6", "tex7", "tex8", "tex9", "tex10", "tex11", "tex12", "tex13", "tex14", "tex15" };
GLint loc = glGetUniformLocation_(s.program, texnames[i]);
if(loc != -1) glUniform1i_(loc, i);
}
if(s.type & SHADER_WORLD) bindworldtexlocs(s);
loopv(s.defaultparams)
{
SlotShaderParamState &param = s.defaultparams[i];
param.loc = glGetUniformLocation_(s.program, param.name);
}
loopv(s.uniformlocs) bindglsluniform(s, s.uniformlocs[i]);
glUseProgram_(0);
}
else if(s.program)
{
if(msg) showglslinfo(GL_FALSE, s.program, s.name);
glDeleteProgram_(s.program);
s.program = 0;
}
}
static void findfragdatalocs(Shader &s, char *ps, const char *macroname, int index)
{
int macrolen = strlen(macroname);
bool clear = glslversion < 130 && !hasEGPU4;
while((ps = strstr(ps, macroname)))
{
char *start = ps;
int loc = strtol(ps + macrolen, (char **)&ps, 0);
if(loc < 0 || loc > 3) continue;
ps += strspn(ps, ") \t\r\n");
const char *type = ps;
ps += strcspn(ps, "; \t\r\n");
GLenum format = GL_FLOAT_VEC4;
switch(type[0])
{
case 'v':
if(matchstring(type, ps-type, "vec3")) format = GL_FLOAT_VEC3;
else if(matchstring(type, ps-type, "vec2")) format = GL_FLOAT_VEC2;
break;
case 'f':
if(matchstring(type, ps-type, "float")) format = GL_FLOAT;
break;
case 'i':
if(matchstring(type, ps-type, "ivec4")) format = GL_INT_VEC4;
else if(matchstring(type, ps-type, "ivec3")) format = GL_INT_VEC3;
else if(matchstring(type, ps-type, "ivec2")) format = GL_INT_VEC2;
else if(matchstring(type, ps-type, "int")) format = GL_INT;
break;
case 'u':
if(matchstring(type, ps-type, "uvec4")) format = GL_UNSIGNED_INT_VEC4;
else if(matchstring(type, ps-type, "uvec3")) format = GL_UNSIGNED_INT_VEC3;
else if(matchstring(type, ps-type, "uvec2")) format = GL_UNSIGNED_INT_VEC2;
else if(matchstring(type, ps-type, "uint")) format = GL_UNSIGNED_INT;
break;
}
ps += strspn(ps, " \t\r\n");
const char *name = ps;
ps += strcspn(ps, "; \t\r\n");
if(ps > name)
{
char end = *ps;
*ps = '\0';
s.fragdatalocs.add(FragDataLoc(getshaderparamname(name), loc, format, index));
*ps = end;
}
if(clear)
{
ps += strspn(ps, "; \t\r\n");
memset(start, ' ', ps - start);
}
}
}
void findfragdatalocs(Shader &s, char *psstr)
{
if(!psstr || ((glslversion >= 330 || (glslversion >= 150 && hasEAL)) && !amd_eal_bug)) return;
findfragdatalocs(s, psstr, "fragdata(", 0);
if(maxdualdrawbufs) findfragdatalocs(s, psstr, "fragblend(", 1);
}
int getlocalparam(const char *name)
{
return localparams.access(name, int(localparams.numelems));
}
static int addlocalparam(Shader &s, const char *name, int loc, int size, GLenum format)
{
int idx = getlocalparam(name);
if(idx >= s.localparamremap.length())
{
int n = idx + 1 - s.localparamremap.length();
memset(s.localparamremap.pad(n), 0xFF, n);
}
s.localparamremap[idx] = s.localparams.length();
LocalShaderParamState &l = s.localparams.add();
l.name = name;
l.loc = loc;
l.size = size;
l.format = format;
return idx;
}
GlobalShaderParamState *getglobalparam(const char *name)
{
GlobalShaderParamState *param = globalparams.access(name);
if(!param)
{
param = &globalparams[name];
param->name = name;
memset(param->buf, -1, sizeof(param->buf));
param->version = -1;
}
return param;
}
static GlobalShaderParamUse *addglobalparam(Shader &s, GlobalShaderParamState *param, int loc, int size, GLenum format)
{
GlobalShaderParamUse &g = s.globalparams.add();
g.param = param;
g.version = -2;
g.loc = loc;
g.size = size;
g.format = format;
return &g;
}
static void setglsluniformformat(Shader &s, const char *name, GLenum format, int size)
{
switch(format)
{
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4:
break;
default:
return;
}
if(!strncmp(name, "gl_", 3)) return;
int loc = glGetUniformLocation_(s.program, name);
if(loc < 0) return;
loopvj(s.defaultparams) if(s.defaultparams[j].loc == loc)
{
s.defaultparams[j].format = format;
return;
}
loopvj(s.uniformlocs) if(s.uniformlocs[j].loc == loc) return;
loopvj(s.globalparams) if(s.globalparams[j].loc == loc) return;
loopvj(s.localparams) if(s.localparams[j].loc == loc) return;
name = getshaderparamname(name);
GlobalShaderParamState *param = globalparams.access(name);
if(param) addglobalparam(s, param, loc, size, format);
else addlocalparam(s, name, loc, size, format);
}
static void allocglslactiveuniforms(Shader &s)
{
GLint numactive = 0;
glGetProgramiv_(s.program, GL_ACTIVE_UNIFORMS, &numactive);
string name;
loopi(numactive)
{
GLsizei namelen = 0;
GLint size = 0;
GLenum format = GL_FLOAT_VEC4;
name[0] = '\0';
glGetActiveUniform_(s.program, i, sizeof(name)-1, &namelen, &size, &format, name);
if(namelen <= 0 || size <= 0) continue;
name[std::clamp(int(namelen), 0, (int)sizeof(name)-2)] = '\0';
char *brak = strchr(name, '[');
if(brak) *brak = '\0';
setglsluniformformat(s, name, format, size);
}
}
void Shader::allocparams(Slot *slot)
{
allocglslactiveuniforms(*this);
}
int GlobalShaderParamState::nextversion = 0;
void GlobalShaderParamState::resetversions()
{
enumerate(shaders, Shader, s,
{
loopv(s.globalparams)
{
GlobalShaderParamUse &u = s.globalparams[i];
if(u.version != u.param->version) u.version = -2;
}
});
nextversion = 0;
enumerate(globalparams, GlobalShaderParamState, g, { g.version = ++nextversion; });
enumerate(shaders, Shader, s,
{
loopv(s.globalparams)
{
GlobalShaderParamUse &u = s.globalparams[i];
if(u.version >= 0) u.version = u.param->version;
}
});
}
static float *findslotparam(Slot &s, const char *name, float *noval = nullptr)
{
loopv(s.params)
{
SlotShaderParam &param = s.params[i];
if(name == param.name) return param.val;
}
loopv(s.shader->defaultparams)
{
SlotShaderParamState &param = s.shader->defaultparams[i];
if(name == param.name) return param.val;
}
return noval;
}
static float *findslotparam(VSlot &s, const char *name, float *noval = nullptr)
{
loopv(s.params)
{
SlotShaderParam &param = s.params[i];
if(name == param.name) return param.val;
}
return findslotparam(*s.slot, name, noval);
}
static inline void setslotparam(SlotShaderParamState &l, const float *val)
{
switch(l.format)
{
case GL_BOOL:
case GL_FLOAT: glUniform1fv_(l.loc, 1, val); break;
case GL_BOOL_VEC2:
case GL_FLOAT_VEC2: glUniform2fv_(l.loc, 1, val); break;
case GL_BOOL_VEC3:
case GL_FLOAT_VEC3: glUniform3fv_(l.loc, 1, val); break;
case GL_BOOL_VEC4:
case GL_FLOAT_VEC4: glUniform4fv_(l.loc, 1, val); break;
case GL_INT: glUniform1i_(l.loc, int(val[0])); break;
case GL_INT_VEC2: glUniform2i_(l.loc, int(val[0]), int(val[1])); break;
case GL_INT_VEC3: glUniform3i_(l.loc, int(val[0]), int(val[1]), int(val[2])); break;
case GL_INT_VEC4: glUniform4i_(l.loc, int(val[0]), int(val[1]), int(val[2]), int(val[3])); break;
case GL_UNSIGNED_INT: glUniform1ui_(l.loc, uint(val[0])); break;
case GL_UNSIGNED_INT_VEC2: glUniform2ui_(l.loc, uint(val[0]), uint(val[1])); break;
case GL_UNSIGNED_INT_VEC3: glUniform3ui_(l.loc, uint(val[0]), uint(val[1]), uint(val[2])); break;
case GL_UNSIGNED_INT_VEC4: glUniform4ui_(l.loc, uint(val[0]), uint(val[1]), uint(val[2]), uint(val[3])); break;
}
}
#define SETSLOTPARAM(l, mask, i, val) do { \
if(!(mask&(1<<i))) { \
mask |= 1<<i; \
setslotparam(l, val); \
} \
} while(0)
#define SETSLOTPARAMS(slotparams) \
loopv(slotparams) \
{ \
SlotShaderParam &p = slotparams[i]; \
if(!defaultparams.inrange(p.loc)) continue; \
SlotShaderParamState &l = defaultparams[p.loc]; \
SETSLOTPARAM(l, unimask, p.loc, p.val); \
}
#define SETDEFAULTPARAMS \
loopv(defaultparams) \
{ \
SlotShaderParamState &l = defaultparams[i]; \
SETSLOTPARAM(l, unimask, i, l.val); \
}
void Shader::setslotparams(Slot &slot)
{
uint unimask = 0;
SETSLOTPARAMS(slot.params)
SETDEFAULTPARAMS
}
void Shader::setslotparams(Slot &slot, VSlot &vslot)
{
uint unimask = 0;
if(vslot.slot == &slot)
{
SETSLOTPARAMS(vslot.params)
SETSLOTPARAMS(slot.params)
SETDEFAULTPARAMS
}
else
{
SETSLOTPARAMS(slot.params)
loopv(defaultparams)
{
SlotShaderParamState &l = defaultparams[i];
SETSLOTPARAM(l, unimask, i, l.flags&SlotShaderParam::REUSE ? findslotparam(vslot, l.name, l.val) : l.val);
}
}
}
void Shader::bindprograms()
{
if(this == lastshader || !loaded()) return;
glUseProgram_(program);
lastshader = this;
}
bool Shader::compile()
{
if(!vsstr) vsobj = !reusevs || reusevs->invalid() ? 0 : reusevs->vsobj;
else compileglslshader(*this, GL_VERTEX_SHADER, vsobj, vsstr, name, dbgshader || !variantshader);
if(!psstr) psobj = !reuseps || reuseps->invalid() ? 0 : reuseps->psobj;
else compileglslshader(*this, GL_FRAGMENT_SHADER, psobj, psstr, name, dbgshader || !variantshader);
linkglslprogram(*this, !variantshader);
return program!=0;
}
void Shader::cleanup(bool full)
{
used = false;
if(vsobj) { if(!reusevs) glDeleteShader_(vsobj); vsobj = 0; }
if(psobj) { if(!reuseps) glDeleteShader_(psobj); psobj = 0; }
if(program) { glDeleteProgram_(program); program = 0; }
localparams.setsize(0);
localparamremap.setsize(0);
globalparams.setsize(0);
if(standard || full)
{
type = SHADER_INVALID;
DELETEA(vsstr);
DELETEA(psstr);
DELETEA(defer);
variants.setsize(0);
DELETEA(variantrows);
defaultparams.setsize(0);
attriblocs.setsize(0);
fragdatalocs.setsize(0);
uniformlocs.setsize(0);
reusevs = reuseps = nullptr;
}
else loopv(defaultparams) defaultparams[i].loc = -1;
owner = nullptr;
}
bool Shader::isnull(const Shader *s) { return !s; }
static void genattriblocs(Shader &s, const char *vs, const char *ps, Shader *reusevs, Shader *reuseps)
{
static int len = strlen("//:attrib");
string name;
int loc;
if(reusevs) s.attriblocs = reusevs->attriblocs;
else while((vs = strstr(vs, "//:attrib")))
{
if(sscanf(vs, "//:attrib %100s %d", name, &loc) == 2)
s.attriblocs.add(AttribLoc(getshaderparamname(name), loc));
vs += len;
}
}
static void genuniformlocs(Shader &s, const char *vs, const char *ps, Shader *reusevs, Shader *reuseps)
{
static int len = strlen("//:uniform");
string name, blockname;
int binding, stride;
if(reusevs) s.uniformlocs = reusevs->uniformlocs;
else while((vs = strstr(vs, "//:uniform")))
{
int numargs = sscanf(vs, "//:uniform %100s %100s %d %d", name, blockname, &binding, &stride);
if(numargs >= 3) s.uniformlocs.add(UniformLoc(getshaderparamname(name), getshaderparamname(blockname), binding, numargs >= 4 ? stride : 0));
else if(numargs >= 1) s.uniformlocs.add(UniformLoc(getshaderparamname(name)));
vs += len;
}
}
Shader *newshader(int type, const char *name, const char *vs, const char *ps, Shader *variant = nullptr, int row = 0)
{
if(Shader::lastshader)
{
glUseProgram_(0);
Shader::lastshader = nullptr;
}
Shader *exists = shaders.access(name);
char *rname = exists ? exists->name : newstring(name);
Shader &s = shaders[rname];
s.name = rname;
s.vsstr = newstring(vs);
s.psstr = newstring(ps);
DELETEA(s.defer);
s.type = type & ~(SHADER_INVALID | SHADER_DEFERRED);
s.variantshader = variant;
s.standard = standardshaders;
if(forceshaders) s.forced = true;
s.reusevs = s.reuseps = nullptr;
if(variant)
{
int row = 0, col = 0;
if(!vs[0] || sscanf(vs, "%d , %d", &row, &col) >= 1)
{
DELETEA(s.vsstr);
s.reusevs = !vs[0] ? variant : variant->getvariant(col, row);
}
row = col = 0;
if(!ps[0] || sscanf(ps, "%d , %d", &row, &col) >= 1)
{
DELETEA(s.psstr);
s.reuseps = !ps[0] ? variant : variant->getvariant(col, row);
}
}
if(variant) loopv(variant->defaultparams) s.defaultparams.add(variant->defaultparams[i]);
else loopv(slotparams) s.defaultparams.add(slotparams[i]);
s.attriblocs.setsize(0);
s.uniformlocs.setsize(0);
genattriblocs(s, vs, ps, s.reusevs, s.reuseps);
genuniformlocs(s, vs, ps, s.reusevs, s.reuseps);
s.fragdatalocs.setsize(0);
if(s.reuseps) s.fragdatalocs = s.reuseps->fragdatalocs;
else findfragdatalocs(s, s.psstr);
if(!s.compile())
{
s.cleanup(true);
if(variant) shaders.remove(rname);
return nullptr;
}
if(variant) variant->addvariant(row, &s);
return &s;
}
static const char *findglslmain(const char *s)
{
const char *main = strstr(s, "main");
if(!main) return nullptr;
for(; main >= s; main--) switch(*main) { case '\r': case '\n': case ';': return main + 1; }
return s;
}
static void gengenericvariant(Shader &s, const char *sname, const char *vs, const char *ps, int row = 0)
{
int rowoffset = 0;
bool vschanged = false, pschanged = false;
vector<char> vsv, psv;
vsv.put(vs, strlen(vs)+1);
psv.put(ps, strlen(ps)+1);
static const int len = strlen("//:variant"), olen = strlen("override");
for(char *vspragma = vsv.getbuf();; vschanged = true)
{
vspragma = strstr(vspragma, "//:variant");
if(!vspragma) break;
if(sscanf(vspragma + len, "row %d", &rowoffset) == 1) continue;
memset(vspragma, ' ', len);
vspragma += len;
if(!strncmp(vspragma, "override", olen))
{
memset(vspragma, ' ', olen);
vspragma += olen;
char *end = vspragma + strcspn(vspragma, "\n\r");
end += strspn(end, "\n\r");
int endlen = strcspn(end, "\n\r");
memset(end, ' ', endlen);
}
}
for(char *pspragma = psv.getbuf();; pschanged = true)
{
pspragma = strstr(pspragma, "//:variant");
if(!pspragma) break;
if(sscanf(pspragma + len, "row %d", &rowoffset) == 1) continue;
memset(pspragma, ' ', len);
pspragma += len;
if(!strncmp(pspragma, "override", olen))
{
memset(pspragma, ' ', olen);
pspragma += olen;
char *end = pspragma + strcspn(pspragma, "\n\r");
end += strspn(end, "\n\r");
int endlen = strcspn(end, "\n\r");
memset(end, ' ', endlen);
}
}
row += rowoffset;
if(row < 0 || row >= MAXVARIANTROWS) return;
int col = s.numvariants(row);
defformatstring(varname, "<variant:%d,%d>%s", col, row, sname);
string reuse;
if(col) formatstring(reuse, "%d", row);
else copystring(reuse, "");
newshader(s.type, varname, vschanged ? vsv.getbuf() : reuse, pschanged ? psv.getbuf() : reuse, &s, row);
}
static void genfogshader(vector<char> &vsbuf, vector<char> &psbuf, const char *vs, const char *ps)
{
const char *vspragma = strstr(vs, "//:fog"), *pspragma = strstr(ps, "//:fog");
if(!vspragma && !pspragma) return;
static const int pragmalen = strlen("//:fog");
const char *vsmain = findglslmain(vs), *vsend = strrchr(vs, '}');
if(vsmain && vsend)
{
if(!strstr(vs, "lineardepth"))
{
vsbuf.put(vs, vsmain - vs);
const char *fogparams = "\nuniform vec2 lineardepthscale;\nvarying float lineardepth;\n";
vsbuf.put(fogparams, strlen(fogparams));
vsbuf.put(vsmain, vsend - vsmain);
const char *vsfog = "\nlineardepth = dot(lineardepthscale, gl_Position.zw);\n";
vsbuf.put(vsfog, strlen(vsfog));
vsbuf.put(vsend, strlen(vsend)+1);
}
}
const char *psmain = findglslmain(ps), *psend = strrchr(ps, '}');
if(psmain && psend)
{
psbuf.put(ps, psmain - ps);
if(!strstr(ps, "lineardepth"))
{
const char *foginterp = "\nvarying float lineardepth;\n";
psbuf.put(foginterp, strlen(foginterp));
}
const char *fogparams =
"\nuniform vec3 fogcolor;\n"
"uniform vec2 fogdensity;\n"
"uniform vec4 radialfogscale;\n"
"#define fogcoord lineardepth*length(vec3(gl_FragCoord.xy*radialfogscale.xy + radialfogscale.zw, 1.0))\n";
psbuf.put(fogparams, strlen(fogparams));
psbuf.put(psmain, psend - psmain);
const char *psdef = "\n#define FOG_COLOR ";
const char *psfog =
pspragma && !strncmp(pspragma+pragmalen, "rgba", 4) ?
"\nfragcolor = mix((FOG_COLOR), fragcolor, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));\n" :
"\nfragcolor.rgb = mix((FOG_COLOR).rgb, fragcolor.rgb, clamp(exp2(fogcoord*-fogdensity.x)*fogdensity.y, 0.0, 1.0));\n";
int clen = 0;
if(pspragma)
{
pspragma += pragmalen;
while(iscubealpha(*pspragma)) pspragma++;
while(*pspragma && !iscubespace(*pspragma)) pspragma++;
pspragma += strspn(pspragma, " \t\v\f");
clen = strcspn(pspragma, "\r\n");
}
if(clen <= 0) { pspragma = "fogcolor"; clen = strlen(pspragma); }
psbuf.put(psdef, strlen(psdef));
psbuf.put(pspragma, clen);
psbuf.put(psfog, strlen(psfog));
psbuf.put(psend, strlen(psend)+1);
}
}
static void genuniformdefs(vector<char> &vsbuf, vector<char> &psbuf, const char *vs, const char *ps, Shader *variant = nullptr)
{
if(variant ? variant->defaultparams.empty() : slotparams.empty()) return;
const char *vsmain = findglslmain(vs), *psmain = findglslmain(ps);
if(!vsmain || !psmain) return;
vsbuf.put(vs, vsmain - vs);
psbuf.put(ps, psmain - ps);
if(variant) loopv(variant->defaultparams)
{
defformatstring(uni, "\nuniform vec4 %s;\n", variant->defaultparams[i].name);
vsbuf.put(uni, strlen(uni));
psbuf.put(uni, strlen(uni));
}
else loopv(slotparams)
{
defformatstring(uni, "\nuniform vec4 %s;\n", slotparams[i].name);
vsbuf.put(uni, strlen(uni));
psbuf.put(uni, strlen(uni));
}
vsbuf.put(vsmain, strlen(vsmain)+1);
psbuf.put(psmain, strlen(psmain)+1);
}
void setupshaders()
{
GLint val;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &val);
maxvsuniforms = val/4;
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &val);
maxfsuniforms = val/4;
if(hasGPU4)
{
glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &val);
mintexoffset = val;
glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &val);
maxtexoffset = val;
}
else mintexoffset = maxtexoffset = 0;
if(glslversion >= 140 || hasEGPU4)
{
mintexrectoffset = mintexoffset;
maxtexrectoffset = maxtexoffset;
}
else mintexrectoffset = maxtexrectoffset = 0;
standardshaders = true;
nullshader = newshader(0, "<init>null",
"attribute vec4 vvertex;\n"
"void main(void) {\n"
" gl_Position = vvertex;\n"
"}\n",
"fragdata(0) vec4 fragcolor;\n"
"void main(void) {\n"
" fragcolor = vec4(1.0, 0.0, 1.0, 1.0);\n"
"}\n");
hudshader = newshader(0, "<init>hud",
"attribute vec4 vvertex, vcolor;\n"
"attribute vec2 vtexcoord0;\n"
"uniform mat4 hudmatrix;\n"
"varying vec2 texcoord0;\n"
"varying vec4 colorscale;\n"
"void main(void) {\n"
" gl_Position = hudmatrix * vvertex;\n"
" texcoord0 = vtexcoord0;\n"
" colorscale = vcolor;\n"
"}\n",
"uniform sampler2D tex0;\n"
"varying vec2 texcoord0;\n"
"varying vec4 colorscale;\n"
"fragdata(0) vec4 fragcolor;\n"
"void main(void) {\n"
" vec4 color = texture2D(tex0, texcoord0);\n"
" fragcolor = colorscale * color;\n"
"}\n");
hudtextshader = newshader(0, "<init>hudtext",
"attribute vec4 vvertex, vcolor;\n"
"attribute vec2 vtexcoord0;\n"
"uniform mat4 hudmatrix;\n"
"varying vec2 texcoord0;\n"
"varying vec4 colorscale;\n"
"void main(void) {\n"
" gl_Position = hudmatrix * vvertex;\n"
" texcoord0 = vtexcoord0;\n"
" colorscale = vcolor;\n"
"}\n",
"uniform sampler2D tex0;\n"
"uniform vec4 textparams;\n"
"varying vec2 texcoord0;\n"
"varying vec4 colorscale;\n"
"fragdata(0) vec4 fragcolor;\n"
"void main(void) {\n"
" float dist = texture2D(tex0, texcoord0).r;\n"
" float border = smoothstep(textparams.x, textparams.y, dist);\n"
" float outline = smoothstep(textparams.z, textparams.w, dist);\n"
" fragcolor = vec4(colorscale.rgb * outline, colorscale.a * border);\n"
"}\n");
hudnotextureshader = newshader(0, "<init>hudnotexture",
"attribute vec4 vvertex, vcolor;\n"
"uniform mat4 hudmatrix;"
"varying vec4 color;\n"
"void main(void) {\n"
" gl_Position = hudmatrix * vvertex;\n"
" color = vcolor;\n"
"}\n",
"varying vec4 color;\n"
"fragdata(0) vec4 fragcolor;\n"
"void main(void) {\n"
" fragcolor = color;\n"
"}\n");
standardshaders = false;
if(!nullshader || !hudshader || !hudtextshader || !hudnotextureshader) fatal("failed to setup shaders");
dummyslot.shader = nullshader;
}
VAR(defershaders, 0, 1, 1);
void defershader(int *type, const char *name, const char *contents)
{
Shader *exists = shaders.access(name);
if(exists && !exists->invalid()) return;
if(!defershaders) { execute(contents); return; }
char *rname = exists ? exists->name : newstring(name);
Shader &s = shaders[rname];
s.name = rname;
DELETEA(s.defer);
s.defer = newstring(contents);
s.type = SHADER_DEFERRED | (*type & ~SHADER_INVALID);
s.standard = standardshaders;
}
COMMAND(defershader, "iss");
void Shader::force()
{
if(!deferred() || !defer) return;
char *cmd = defer;
defer = nullptr;
bool wasstandard = standardshaders, wasforcing = forceshaders;
int oldflags = identflags;
standardshaders = standard;
forceshaders = false;
identflags &= ~IDF_PERSIST;
slotparams.shrink(0);
execute(cmd);
identflags = oldflags;
forceshaders = wasforcing;
standardshaders = wasstandard;
delete[] cmd;
if(deferred())
{
DELETEA(defer);
type = SHADER_INVALID;
}
}
int Shader::uniformlocversion()
{
static int version = 0;
if(++version >= 0) return version;
version = 0;
enumerate(shaders, Shader, s, { loopvj(s.uniformlocs) s.uniformlocs[j].version = -1; });
return version;
}
Shader *useshaderbyname(const char *name)
{
Shader *s = shaders.access(name);
if(!s) return nullptr;
if(s->deferred()) s->force();
s->forced = true;
return s;
}
ICOMMAND(forceshader, "s", (const char *name), useshaderbyname(name));
void shader(int *type, char *name, char *vs, char *ps)
{
if(lookupshaderbyname(name)) return;
defformatstring(info, "shader %s", name);
renderprogress(loadprogress, info);
vector<char> vsbuf, psbuf, vsbak, psbak;
#define GENSHADER(cond, body) \
if(cond) \
{ \
if(vsbuf.length()) { vsbak.setsize(0); vsbak.put(vs, strlen(vs)+1); vs = vsbak.getbuf(); vsbuf.setsize(0); } \
if(psbuf.length()) { psbak.setsize(0); psbak.put(ps, strlen(ps)+1); ps = psbak.getbuf(); psbuf.setsize(0); } \
body; \
if(vsbuf.length()) vs = vsbuf.getbuf(); \
if(psbuf.length()) ps = psbuf.getbuf(); \
}
GENSHADER(slotparams.length(), genuniformdefs(vsbuf, psbuf, vs, ps));
GENSHADER(strstr(vs, "//:fog") || strstr(ps, "//:fog"), genfogshader(vsbuf, psbuf, vs, ps));
Shader *s = newshader(*type, name, vs, ps);
if(s)
{
if(strstr(ps, "//:variant") || strstr(vs, "//:variant")) gengenericvariant(*s, name, vs, ps);
}
slotparams.shrink(0);
}
COMMAND(shader, "isss");
void variantshader(int *type, char *name, int *row, char *vs, char *ps, int *maxvariants)
{
if(*row < 0)
{
shader(type, name, vs, ps);
return;
}
else if(*row >= MAXVARIANTROWS) return;
Shader *s = lookupshaderbyname(name);
if(!s) return;
defformatstring(varname, "<variant:%d,%d>%s", s->numvariants(*row), *row, name);
if(*maxvariants > 0)
{
defformatstring(info, "shader %s", name);
renderprogress(min(s->variants.length() / float(*maxvariants), 1.0f), info);
}
vector<char> vsbuf, psbuf, vsbak, psbak;
GENSHADER(s->defaultparams.length(), genuniformdefs(vsbuf, psbuf, vs, ps, s));
GENSHADER(strstr(vs, "//:fog") || strstr(ps, "//:fog"), genfogshader(vsbuf, psbuf, vs, ps));
Shader *v = newshader(*type, varname, vs, ps, s, *row);
if(v)
{
if(strstr(ps, "//:variant") || strstr(vs, "//:variant")) gengenericvariant(*s, varname, vs, ps, *row);
}
}
COMMAND(variantshader, "isissi");
void setshader(char *name)
{
slotparams.shrink(0);
Shader *s = shaders.access(name);
if(!s)
{
conoutf(CON_ERROR, "no such shader: %s", name);
}
else slotshader = s;
}
COMMAND(setshader, "s");
void resetslotshader()
{
slotshader = nullptr;
slotparams.shrink(0);
}
void setslotshader(Slot &s)
{
s.shader = slotshader;
if(!s.shader)
{
s.shader = stdworldshader;
return;
}
loopv(slotparams) s.params.add(slotparams[i]);
}
static void linkslotshaderparams(vector<SlotShaderParam> &params, Shader *sh, bool load)
{
if(sh->loaded()) loopv(params)
{
int loc = -1;
SlotShaderParam &param = params[i];
loopv(sh->defaultparams)
{
SlotShaderParamState &dparam = sh->defaultparams[i];
if(dparam.name==param.name)
{
if(memcmp(param.val, dparam.val, sizeof(param.val))) loc = i;
break;
}
}
param.loc = loc;
}
else if(load) loopv(params) params[i].loc = -1;
}
void linkslotshader(Slot &s, bool load)
{
if(!s.shader) return;
if(load && s.shader->deferred()) s.shader->force();
linkslotshaderparams(s.params, s.shader, load);
}
void linkvslotshader(VSlot &s, bool load)
{
if(!s.slot->shader) return;
linkslotshaderparams(s.params, s.slot->shader, load);
if(!s.slot->shader->loaded()) return;
if(s.slot->texmask&(1<<TEX_GLOW))
{
static const char *paramname = getshaderparamname("glowcolor");
const float *param = findslotparam(s, paramname);
if(param) s.glowcolor = vec(param).clamp(0, 1);
}
}
bool shouldreuseparams(Slot &s, VSlot &p)
{
if(!s.shader) return false;
Shader &sh = *s.shader;
loopv(sh.defaultparams)
{
SlotShaderParamState &param = sh.defaultparams[i];
if(param.flags & SlotShaderParam::REUSE)
{
const float *val = findslotparam(p, param.name);
if(val && memcmp(param.val, val, sizeof(param.val)))
{
loopvj(s.params) if(s.params[j].name == param.name) goto notreused;
return true;
notreused:;
}
}
}
return false;
}
ICOMMAND(dumpshader, "sbi", (const char *name, int *col, int *row),
{
Shader *s = lookupshaderbyname(name);
FILE *l = stdout;
if(!s || !l) return;
if(*col >= 0)
{
s = s->getvariant(*col, *row);
if(!s) return;
}
if(s->vsstr) fprintf(l, "%s:%s\n%s\n", s->name, "VS", s->vsstr);
if(s->psstr) fprintf(l, "%s:%s\n%s\n", s->name, "FS", s->psstr);
});
ICOMMAND(isshaderdefined, "s", (char *name), intret(lookupshaderbyname(name) ? 1 : 0));
static hashset<const char *> shaderparamnames(256);
const char *getshaderparamname(const char *name, bool insert)
{
const char *exists = shaderparamnames.find(name, nullptr);
if(exists || !insert) return exists;
return shaderparamnames.add(newstring(name));
}
void addslotparam(const char *name, float x, float y, float z, float w, int flags = 0)
{
if(name) name = getshaderparamname(name);
loopv(slotparams)
{
SlotShaderParam &param = slotparams[i];
if(param.name==name)
{
param.val[0] = x;
param.val[1] = y;
param.val[2] = z;
param.val[3] = w;
param.flags |= flags;
return;
}
}
SlotShaderParam param = {name, -1, flags, {x, y, z, w}};
slotparams.add(param);
}
ICOMMAND(setuniformparam, "sfFFf", (char *name, float *x, float *y, float *z, float *w), addslotparam(name, *x, *y, *z, *w));
ICOMMAND(setshaderparam, "sfFFf", (char *name, float *x, float *y, float *z, float *w), addslotparam(name, *x, *y, *z, *w));
ICOMMAND(defuniformparam, "sfFFf", (char *name, float *x, float *y, float *z, float *w), addslotparam(name, *x, *y, *z, *w));
ICOMMAND(reuseuniformparam, "sfFFf", (char *name, float *x, float *y, float *z, float *w), addslotparam(name, *x, *y, *z, *w, SlotShaderParam::REUSE));
#define NUMPOSTFXBINDS 10
struct postfxtex
{
GLuint id;
int scale, used;
postfxtex() : id(0), scale(0), used(-1) {}
};
vector<postfxtex> postfxtexs;
int postfxbinds[NUMPOSTFXBINDS];
GLuint postfxfb = 0;
int postfxw = 0, postfxh = 0;
struct postfxpass
{
Shader *shader;
vec4 params;
uint inputs, freeinputs;
int outputbind, outputscale;
postfxpass() : shader(nullptr), inputs(1), freeinputs(1), outputbind(0), outputscale(0) {}
};
vector<postfxpass> postfxpasses;
static int allocatepostfxtex(int scale)
{
loopv(postfxtexs)
{
postfxtex &t = postfxtexs[i];
if(t.scale==scale && t.used < 0) return i;
}
postfxtex &t = postfxtexs.add();
t.scale = scale;
glGenTextures(1, &t.id);
createtexture(t.id, max(postfxw>>scale, 1), max(postfxh>>scale, 1), nullptr, 3, 1, GL_RGB, GL_TEXTURE_RECTANGLE);
return postfxtexs.length()-1;
}
void cleanuppostfx(bool fullclean)
{
if(fullclean && postfxfb)
{
glDeleteFramebuffers_(1, &postfxfb);
postfxfb = 0;
}
loopv(postfxtexs) glDeleteTextures(1, &postfxtexs[i].id);
postfxtexs.shrink(0);
postfxw = 0;
postfxh = 0;
}
GLuint setuppostfx(int w, int h, GLuint outfbo)
{
if(postfxpasses.empty()) return outfbo;
if(postfxw != w || postfxh != h)
{
cleanuppostfx(false);
postfxw = w;
postfxh = h;
}
loopi(NUMPOSTFXBINDS) postfxbinds[i] = -1;
loopv(postfxtexs) postfxtexs[i].used = -1;
if(!postfxfb) glGenFramebuffers_(1, &postfxfb);
glBindFramebuffer_(GL_FRAMEBUFFER, postfxfb);
int tex = allocatepostfxtex(0);
glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, postfxtexs[tex].id, 0);
bindgdepth();
postfxbinds[0] = tex;
postfxtexs[tex].used = 0;
return postfxfb;
}
void renderpostfx(GLuint outfbo)
{
if(postfxpasses.empty()) return;
timer *postfxtimer = begintimer("postfx");
loopv(postfxpasses)
{
postfxpass &p = postfxpasses[i];
int tex = -1;
if(!postfxpasses.inrange(i+1))
{
glBindFramebuffer_(GL_FRAMEBUFFER, outfbo);
}
else
{
tex = allocatepostfxtex(p.outputscale);
glFramebufferTexture2D_(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE, postfxtexs[tex].id, 0);
}
int w = tex >= 0 ? max(postfxw>>postfxtexs[tex].scale, 1) : postfxw,
h = tex >= 0 ? max(postfxh>>postfxtexs[tex].scale, 1) : postfxh;
glViewport(0, 0, w, h);
p.shader->set();
LOCALPARAM(params, p.params);
int tw = w, th = h, tmu = 0;
loopj(NUMPOSTFXBINDS) if(p.inputs&(1<<j) && postfxbinds[j] >= 0)
{
if(!tmu)
{
tw = max(postfxw>>postfxtexs[postfxbinds[j]].scale, 1);
th = max(postfxh>>postfxtexs[postfxbinds[j]].scale, 1);
}
else glActiveTexture_(GL_TEXTURE0 + tmu);
glBindTexture(GL_TEXTURE_RECTANGLE, postfxtexs[postfxbinds[j]].id);
++tmu;
}
if(tmu) glActiveTexture_(GL_TEXTURE0);
screenquad(tw, th);
loopj(NUMPOSTFXBINDS) if(p.freeinputs&(1<<j) && postfxbinds[j] >= 0)
{
postfxtexs[postfxbinds[j]].used = -1;
postfxbinds[j] = -1;
}
if(tex >= 0)
{
if(postfxbinds[p.outputbind] >= 0) postfxtexs[postfxbinds[p.outputbind]].used = -1;
postfxbinds[p.outputbind] = tex;
postfxtexs[tex].used = p.outputbind;
}
}
endtimer(postfxtimer);
}
static bool addpostfx(const char *name, int outputbind, int outputscale, uint inputs, uint freeinputs, const vec4 &params)
{
if(!*name) return false;
Shader *s = useshaderbyname(name);
if(!s)
{
conoutf(CON_ERROR, "no such postfx shader: %s", name);
return false;
}
postfxpass &p = postfxpasses.add();
p.shader = s;
p.outputbind = outputbind;
p.outputscale = outputscale;
p.inputs = inputs;
p.freeinputs = freeinputs;
p.params = params;
return true;
}
void clearpostfx()
{
postfxpasses.shrink(0);
cleanuppostfx(false);
}
COMMAND(clearpostfx, "");
ICOMMAND(addpostfx, "siisffff", (char *name, int *bind, int *scale, char *inputs, float *x, float *y, float *z, float *w),
{
int inputmask = inputs[0] ? 0 : 1;
int freemask = inputs[0] ? 0 : 1;
bool freeinputs = true;
for(; *inputs; inputs++)
{
if(isdigit(*inputs))
{
inputmask |= 1<<(*inputs-'0');
if(freeinputs) freemask |= 1<<(*inputs-'0');
}
else if(*inputs=='+') freeinputs = false;
else if(*inputs=='-') freeinputs = true;
}
inputmask &= (1<<NUMPOSTFXBINDS)-1;
freemask &= (1<<NUMPOSTFXBINDS)-1;
addpostfx(name, std::clamp(*bind, 0, NUMPOSTFXBINDS-1), max(*scale, 0), inputmask, freemask, vec4(*x, *y, *z, *w));
});
ICOMMAND(setpostfx, "sffff", (char *name, float *x, float *y, float *z, float *w),
{
clearpostfx();
if(name[0]) addpostfx(name, 0, 0, 1, 1, vec4(*x, *y, *z, *w));
});
void cleanupshaders()
{
cleanuppostfx(true);
loadedshaders = false;
nullshader = hudshader = hudnotextureshader = nullptr;
enumerate(shaders, Shader, s, s.cleanup());
Shader::lastshader = nullptr;
glUseProgram_(0);
}
void reloadshaders()
{
identflags &= ~IDF_PERSIST;
loadshaders();
identflags |= IDF_PERSIST;
linkslotshaders();
enumerate(shaders, Shader, s,
{
if(!s.standard && s.loaded() && !s.variantshader)
{
defformatstring(info, "shader %s", s.name);
renderprogress(0.0, info);
if(!s.compile()) s.cleanup(true);
loopv(s.variants)
{
Shader *v = s.variants[i];
if((v->reusevs && v->reusevs->invalid()) ||
(v->reuseps && v->reuseps->invalid()) ||
!v->compile())
v->cleanup(true);
}
}
if(s.forced && s.deferred()) s.force();
});
}
void resetshaders()
{
//clearchanges(CHANGE_SHADERS);
cleanuplights();
cleanupmodels();
cleanupshaders();
setupshaders();
initgbuffer();
reloadshaders();
allchanged(true);
GLERROR;
}
COMMAND(resetshaders, "");
FVAR(blursigma, 0.005f, 0.5f, 2.0f);
void setupblurkernel(int radius, float *weights, float *offsets)
{
if(radius<1 || radius>MAXBLURRADIUS) return;
float sigma = blursigma*2*radius, total = 1.0f/sigma;
weights[0] = total;
offsets[0] = 0;
// rely on bilinear filtering to sample 2 pixels at once
// transforms a*X + b*Y into (u+v)*[X*u/(u+v) + Y*(1 - u/(u+v))]
loopi(radius)
{
float weight1 = exp(-((2*i)*(2*i)) / (2*sigma*sigma)) / sigma,
weight2 = exp(-((2*i+1)*(2*i+1)) / (2*sigma*sigma)) / sigma,
scale = weight1 + weight2,
offset = 2*i+1 + weight2 / scale;
weights[i+1] = scale;
offsets[i+1] = offset;
total += 2*scale;
}
loopi(radius+1) weights[i] /= total;
for(int i = radius+1; i <= MAXBLURRADIUS; i++) weights[i] = offsets[i] = 0;
}
void setblurshader(int pass, int size, int radius, float *weights, float *offsets, GLenum target)
{
if(radius<1 || radius>MAXBLURRADIUS) return;
static Shader *blurshader[7][2] = { { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr } },
*blurrectshader[7][2] = { { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr }, { nullptr, nullptr } };
Shader *&s = (target == GL_TEXTURE_RECTANGLE ? blurrectshader : blurshader)[radius-1][pass];
if(!s)
{
defformatstring(name, "blur%c%d%s", 'x'+pass, radius, target == GL_TEXTURE_RECTANGLE ? "rect" : "");
s = lookupshaderbyname(name);
}
s->set();
LOCALPARAMV(weights, weights, 8);
float scaledoffsets[8];
loopk(8) scaledoffsets[k] = offsets[k]/size;
LOCALPARAMV(offsets, scaledoffsets, 8);
}