OctaCore/src/engine/texture.hh

860 lines
25 KiB
C++

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 Slot;
struct VSlot;
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)
struct ImageData
{
int w, h, bpp, levels, align, pitch;
GLenum compressed;
uchar *data;
void *owner;
void (*freefunc)(void *);
ImageData()
: data(NULL), owner(NULL), freefunc(NULL)
{}
ImageData(int nw, int nh, int nbpp, int nlevels = 1, int nalign = 0, GLenum ncompressed = GL_FALSE)
{
setdata(NULL, nw, nh, nbpp, nlevels, nalign, ncompressed);
}
ImageData(int nw, int nh, int nbpp, uchar *data)
: owner(NULL), freefunc(NULL)
{
setdata(data, nw, nh, nbpp);
}
ImageData(SDL_Surface *s) { wrap(s); }
~ImageData() { cleanup(); }
void setdata(uchar *ndata, int nw, int nh, int nbpp, int nlevels = 1, int nalign = 0, GLenum ncompressed = GL_FALSE)
{
w = nw;
h = nh;
bpp = nbpp;
levels = nlevels;
align = nalign;
pitch = align ? 0 : w*bpp;
compressed = ncompressed;
data = ndata ? ndata : new uchar[calcsize()];
if(!ndata) { owner = this; freefunc = NULL; }
}
int calclevelsize(int level) const { return ((max(w>>level, 1)+align-1)/align)*((max(h>>level, 1)+align-1)/align)*bpp; }
int calcsize() const
{
if(!align) return w*h*bpp;
int lw = w, lh = h,
size = 0;
loopi(levels)
{
if(lw<=0) lw = 1;
if(lh<=0) lh = 1;
size += ((lw+align-1)/align)*((lh+align-1)/align)*bpp;
if(lw*lh==1) break;
lw >>= 1;
lh >>= 1;
}
return size;
}
void disown()
{
data = NULL;
owner = NULL;
freefunc = NULL;
}
void cleanup()
{
if(owner==this) delete[] data;
else if(freefunc) (*freefunc)(owner);
disown();
}
void replace(ImageData &d)
{
cleanup();
*this = d;
if(owner == &d) owner = this;
d.disown();
}
void wrap(SDL_Surface *s)
{
setdata((uchar *)s->pixels, s->w, s->h, s->format->BytesPerPixel);
pitch = s->pitch;
owner = s;
freefunc = (void (*)(void *))SDL_FreeSurface;
}
};
// management of texture slots
// each texture slot can have multiple texture frames, of which currently only the first is used
// additional frames can be used for various shaders
struct Texture
{
enum
{
IMAGE = 0,
CUBEMAP = 1,
TYPE = 0xFF,
STUB = 1<<8,
TRANSIENT = 1<<9,
COMPRESSED = 1<<10,
ALPHA = 1<<11,
MIRROR = 1<<12,
FLAGS = 0xFF00
};
char *name;
int type, w, h, xs, ys, bpp, clamp;
bool mipmap, canreduce;
GLuint id;
uchar *alphamask;
Texture() : alphamask(NULL) {}
};
enum
{
TEX_DIFFUSE = 0,
TEX_NORMAL,
TEX_GLOW,
TEX_ENVMAP,
TEX_SPEC,
TEX_DEPTH,
TEX_UNKNOWN,
TEX_DETAIL = TEX_SPEC
};
enum
{
VSLOT_SHPARAM = 0,
VSLOT_SCALE,
VSLOT_ROTATION,
VSLOT_OFFSET,
VSLOT_SCROLL,
VSLOT_LAYER,
VSLOT_ALPHA,
VSLOT_COLOR,
VSLOT_RESERVED, // used by RE
VSLOT_REFRACT,
VSLOT_DETAIL,
VSLOT_NUM
};
struct VSlot
{
Slot *slot;
VSlot *next;
int index, changed;
vector<SlotShaderParam> params;
bool linked;
float scale;
int rotation;
ivec2 offset;
vec2 scroll;
int layer, detail;
float alphafront, alphaback;
vec colorscale;
vec glowcolor;
float refractscale;
vec refractcolor;
VSlot(Slot *slot = NULL, int index = -1) : slot(slot), next(NULL), index(index), changed(0)
{
reset();
if(slot) addvariant(slot);
}
void addvariant(Slot *slot);
void reset()
{
params.setsize(0);
linked = false;
scale = 1;
rotation = 0;
offset = ivec2(0, 0);
scroll = vec2(0, 0);
layer = detail = 0;
alphafront = 0.5f;
alphaback = 0;
colorscale = vec(1, 1, 1);
glowcolor = vec(1, 1, 1);
refractscale = 0;
refractcolor = vec(1, 1, 1);
}
void cleanup()
{
linked = false;
}
bool isdynamic() const;
};
struct Slot
{
enum { OCTA, MATERIAL, DECAL };
struct Tex
{
int type;
Texture *t;
string name;
int combined;
Tex() : t(NULL), combined(-1) {}
};
int index, smooth;
vector<Tex> sts;
Shader *shader;
vector<SlotShaderParam> params;
VSlot *variants;
bool loaded;
uint texmask;
char *grass;
Texture *grasstex, *thumbnail;
Slot(int index = -1) : index(index), variants(NULL), grass(NULL) { reset(); }
virtual ~Slot() {}
virtual int type() const { return OCTA; }
virtual const char *name() const;
virtual const char *texturedir() const { return "media/texture"; }
virtual VSlot &emptyvslot();
virtual int cancombine(int type) const;
virtual bool shouldpremul(int type) const { return false; }
int findtextype(int type, int last = -1) const;
void load(int index, Slot::Tex &t);
void load();
Texture *loadthumbnail();
void reset()
{
smooth = -1;
sts.setsize(0);
shader = NULL;
params.setsize(0);
loaded = false;
texmask = 0;
DELETEA(grass);
grasstex = NULL;
thumbnail = NULL;
}
void cleanup()
{
loaded = false;
grasstex = NULL;
thumbnail = NULL;
loopv(sts)
{
Tex &t = sts[i];
t.t = NULL;
t.combined = -1;
}
}
};
inline void VSlot::addvariant(Slot *slot)
{
if(!slot->variants) slot->variants = this;
else
{
VSlot *prev = slot->variants;
while(prev->next) prev = prev->next;
prev->next = this;
}
}
inline bool VSlot::isdynamic() const
{
return !scroll.iszero() || slot->shader->isdynamic();
}
struct MatSlot : Slot, VSlot
{
MatSlot();
int type() const { return MATERIAL; }
const char *name() const;
VSlot &emptyvslot() { return *this; }
int cancombine(int type) const { return -1; }
void reset()
{
Slot::reset();
VSlot::reset();
}
void cleanup()
{
Slot::cleanup();
VSlot::cleanup();
}
};
struct DecalSlot : Slot, VSlot
{
float depth, fade;
DecalSlot(int index = -1) : Slot(index), VSlot(this), depth(1), fade(0.5f) {}
int type() const { return DECAL; }
const char *name() const;
const char *texturedir() const { return "media/decal"; }
VSlot &emptyvslot() { return *this; }
int cancombine(int type) const;
bool shouldpremul(int type) const;
void reset()
{
Slot::reset();
VSlot::reset();
depth = 1;
fade = 0.5f;
}
void cleanup()
{
Slot::cleanup();
VSlot::cleanup();
}
};
struct cubemapside
{
GLenum target;
const char *name;
bool flipx, flipy, swapxy;
};
extern const cubemapside cubemapsides[6];
extern Texture *notexture;
extern Shader *nullshader, *hudshader, *hudtextshader, *hudnotextureshader, *nocolorshader, *foggedshader, *foggednotextureshader, *ldrshader, *ldrnotextureshader, *stdworldshader;
extern int maxvsuniforms, maxfsuniforms;
extern Shader *lookupshaderbyname(const char *name);
extern Shader *useshaderbyname(const char *name);
extern Shader *generateshader(const char *name, const char *cmd, ...);
extern void resetslotshader();
extern void setslotshader(Slot &s);
extern void linkslotshader(Slot &s, bool load = true);
extern void linkvslotshader(VSlot &s, bool load = true);
extern void linkslotshaders();
extern const char *getshaderparamname(const char *name, bool insert = true);
extern bool shouldreuseparams(Slot &s, VSlot &p);
extern void setupshaders();
extern void reloadshaders();
extern void cleanupshaders();
#define MAXBLURRADIUS 7
extern float blursigma;
extern void setupblurkernel(int radius, float *weights, float *offsets);
extern void setblurshader(int pass, int size, int radius, float *weights, float *offsets, GLenum target = GL_TEXTURE_2D);
extern void savepng(const char *filename, ImageData &image, bool flip = false);
extern void savetga(const char *filename, ImageData &image, bool flip = false);
extern bool loaddds(const char *filename, ImageData &image, int force = 0);
extern bool loadimage(const char *filename, ImageData &image);
extern MatSlot &lookupmaterialslot(int slot, bool load = true);
extern Slot &lookupslot(int slot, bool load = true);
extern VSlot &lookupvslot(int slot, bool load = true);
extern DecalSlot &lookupdecalslot(int slot, bool load = true);
extern VSlot *findvslot(Slot &slot, const VSlot &src, const VSlot &delta);
extern VSlot *editvslot(const VSlot &src, const VSlot &delta);
extern void mergevslot(VSlot &dst, const VSlot &src, const VSlot &delta);
extern void packvslot(vector<uchar> &buf, const VSlot &src);
extern bool unpackvslot(ucharbuf &buf, VSlot &dst, bool delta);
extern Slot dummyslot;
extern VSlot dummyvslot;
extern DecalSlot dummydecalslot;
extern vector<Slot *> slots;
extern vector<VSlot *> vslots;