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// GL_ARB_vertex_program, GL_ARB_fragment_program
extern PFNGLGENPROGRAMSARBPROC glGenProgramsARB_;
extern PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB_;
extern PFNGLBINDPROGRAMARBPROC glBindProgramARB_;
extern PFNGLPROGRAMSTRINGARBPROC glProgramStringARB_;
extern PFNGLGETPROGRAMIVARBPROC glGetProgramivARB_;
extern PFNGLPROGRAMENVPARAMETER4FARBPROC glProgramEnvParameter4fARB_;
extern PFNGLPROGRAMENVPARAMETER4FVARBPROC glProgramEnvParameter4fvARB_;
// GL_EXT_gpu_program_parameters
#ifndef GL_EXT_gpu_program_parameters
#define GL_EXT_gpu_program_parameters 1
typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params);
typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params);
#endif
extern PFNGLPROGRAMENVPARAMETERS4FVEXTPROC glProgramEnvParameters4fv_;
extern PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC glProgramLocalParameters4fv_;
#ifndef GL_VERSION_2_1
#define GL_VERSION_2_1 1
#define GL_FLOAT_MAT2x3 0x8B65
#define GL_FLOAT_MAT2x4 0x8B66
#define GL_FLOAT_MAT3x2 0x8B67
#define GL_FLOAT_MAT3x4 0x8B68
#define GL_FLOAT_MAT4x2 0x8B69
#define GL_FLOAT_MAT4x3 0x8B6A
typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
#endif
// OpenGL 2.0: GL_ARB_shading_language_100, GL_ARB_shader_objects, GL_ARB_fragment_shader, GL_ARB_vertex_shader
#ifdef __APPLE__
#define glCreateProgram_ glCreateProgram
#define glDeleteProgram_ glDeleteProgram
#define glUseProgram_ glUseProgram
#define glCreateShader_ glCreateShader
#define glDeleteShader_ glDeleteShader
#define glShaderSource_ glShaderSource
#define glCompileShader_ glCompileShader
#define glGetShaderiv_ glGetShaderiv
#define glGetProgramiv_ glGetProgramiv
#define glAttachShader_ glAttachShader
#define glGetProgramInfoLog_ glGetProgramInfoLog
#define glGetShaderInfoLog_ glGetShaderInfoLog
#define glLinkProgram_ glLinkProgram
#define glGetUniformLocation_ glGetUniformLocation
#define glUniform1f_ glUniform1f
#define glUniform2f_ glUniform2f
#define glUniform3f_ glUniform3f
#define glUniform4f_ glUniform4f
#define glUniform1fv_ glUniform1fv
#define glUniform2fv_ glUniform2fv
#define glUniform3fv_ glUniform3fv
#define glUniform4fv_ glUniform4fv
#define glUniform1i_ glUniform1i
#define glUniformMatrix2fv_ glUniformMatrix2fv
#define glUniformMatrix3fv_ glUniformMatrix3fv
#define glUniformMatrix4fv_ glUniformMatrix4fv
#define glBindAttribLocation_ glBindAttribLocation
#define glGetActiveUniform_ glGetActiveUniform
#define glEnableVertexAttribArray_ glEnableVertexAttribArray
#define glDisableVertexAttribArray_ glDisableVertexAttribArray
#define glVertexAttribPointer_ glVertexAttribPointer
#define glUniformMatrix2x3fv_ glUniformMatrix2x3fv
#define glUniformMatrix3x2fv_ glUniformMatrix3x2fv
#define glUniformMatrix2x4fv_ glUniformMatrix2x4fv
#define glUniformMatrix4x2fv_ glUniformMatrix4x2fv
#define glUniformMatrix3x4fv_ glUniformMatrix3x4fv
#define glUniformMatrix4x3fv_ glUniformMatrix4x3fv
#else
extern PFNGLCREATEPROGRAMPROC glCreateProgram_;
extern PFNGLDELETEPROGRAMPROC glDeleteProgram_;
extern PFNGLUSEPROGRAMPROC glUseProgram_;
extern PFNGLCREATESHADERPROC glCreateShader_;
extern PFNGLDELETESHADERPROC glDeleteShader_;
extern PFNGLSHADERSOURCEPROC glShaderSource_;
extern PFNGLCOMPILESHADERPROC glCompileShader_;
extern PFNGLGETSHADERIVPROC glGetShaderiv_;
extern PFNGLGETPROGRAMIVPROC glGetProgramiv_;
extern PFNGLATTACHSHADERPROC glAttachShader_;
extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog_;
extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog_;
extern PFNGLLINKPROGRAMPROC glLinkProgram_;
extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation_;
extern PFNGLUNIFORM1FPROC glUniform1f_;
extern PFNGLUNIFORM2FPROC glUniform2f_;
extern PFNGLUNIFORM3FPROC glUniform3f_;
extern PFNGLUNIFORM4FPROC glUniform4f_;
extern PFNGLUNIFORM1FVPROC glUniform1fv_;
extern PFNGLUNIFORM2FVPROC glUniform2fv_;
extern PFNGLUNIFORM3FVPROC glUniform3fv_;
extern PFNGLUNIFORM4FVPROC glUniform4fv_;
extern PFNGLUNIFORM1IPROC glUniform1i_;
extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation_;
extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform_;
extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray_;
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray_;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer_;
extern PFNGLUNIFORMMATRIX2X3FVPROC glUniformMatrix2x3fv_;
extern PFNGLUNIFORMMATRIX3X2FVPROC glUniformMatrix3x2fv_;
extern PFNGLUNIFORMMATRIX2X4FVPROC glUniformMatrix2x4fv_;
extern PFNGLUNIFORMMATRIX4X2FVPROC glUniformMatrix4x2fv_;
extern PFNGLUNIFORMMATRIX3X4FVPROC glUniformMatrix3x4fv_;
extern PFNGLUNIFORMMATRIX4X3FVPROC glUniformMatrix4x3fv_;
#endif
#ifndef GL_ARB_uniform_buffer_object
#define GL_ARB_uniform_buffer_object 1
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
#define GL_UNIFORM_BUFFER_START 0x8A29
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#define GL_UNIFORM_TYPE 0x8A37
#define GL_UNIFORM_SIZE 0x8A38
#define GL_UNIFORM_NAME_LENGTH 0x8A39
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#define GL_UNIFORM_OFFSET 0x8A3B
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX 0xFFFFFFFFu
typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices);
typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar *uniformBlockName);
typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
#endif
#ifndef GL_INVALID_INDEX
#define GL_INVALID_INDEX 0xFFFFFFFFu
#endif
#ifndef GL_VERSION_3_0
#define GL_VERSION_3_0 1
typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);
#elif GL_GLEXT_VERSION < 43
typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer);
#endif
// GL_ARB_uniform_buffer_object
extern PFNGLGETUNIFORMINDICESPROC glGetUniformIndices_;
extern PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv_;
extern PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex_;
extern PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv_;
extern PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding_;
extern PFNGLBINDBUFFERBASEPROC glBindBufferBase_;
extern PFNGLBINDBUFFERRANGEPROC glBindBufferRange_;
#ifndef GL_EXT_bindable_uniform
#define GL_EXT_bindable_uniform 1
#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2
#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3
#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4
#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED
#define GL_UNIFORM_BUFFER_EXT 0x8DEE
#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF
typedef void (APIENTRYP PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer);
typedef GLint (APIENTRYP PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location);
typedef GLintptr (APIENTRYP PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location);
#endif
// GL_EXT_bindable_uniform
extern PFNGLUNIFORMBUFFEREXTPROC glUniformBuffer_;
extern PFNGLGETUNIFORMBUFFERSIZEEXTPROC glGetUniformBufferSize_;
extern PFNGLGETUNIFORMOFFSETEXTPROC glGetUniformOffset_;
extern int renderpath;
enum { R_FIXEDFUNCTION = 0, R_ASMSHADER, R_GLSLANG, R_ASMGLSLANG };
enum { SHPARAM_LOOKUP = 0, SHPARAM_VERTEX, SHPARAM_PIXEL, SHPARAM_UNIFORM };
#define RESERVEDSHADERPARAMS 16
#define MAXSHADERPARAMS 8
struct ShaderParam
{
const char *name;
int type, index, loc;
float val[4];
};
struct LocalShaderParamState : ShaderParam
{
float curval[4];
GLenum format;
LocalShaderParamState() : format(GL_FLOAT_VEC4_ARB)
{
memset(curval, -1, sizeof(curval));
}
LocalShaderParamState(const ShaderParam &p) : ShaderParam(p), format(GL_FLOAT_VEC4_ARB)
{
memset(curval, -1, sizeof(curval));
}
};
struct ShaderParamState
{
enum
{
CLEAN = 0,
INVALID,
DIRTY
};
const char *name;
float val[4];
bool local;
int dirty;
ShaderParamState()
: name(NULL), local(false), dirty(INVALID)
{
memset(val, -1, sizeof(val));
}
};
enum
{
SHADER_DEFAULT = 0,
SHADER_NORMALSLMS = 1<<0,
SHADER_ENVMAP = 1<<1,
SHADER_GLSLANG = 1<<2,
SHADER_OPTION = 1<<3,
SHADER_INVALID = 1<<8,
SHADER_DEFERRED = 1<<9
};
#define MAXSHADERDETAIL 3
#define MAXVARIANTROWS 5
extern int shaderdetail;
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 Shader
{
static Shader *lastshader;
char *name, *vsstr, *psstr, *defer;
int type;
GLuint vs, ps;
GLuint program, vsobj, psobj;
vector<LocalShaderParamState> defaultparams;
Shader *detailshader, *variantshader, *altshader, *fastshader[MAXSHADERDETAIL];
vector<Shader *> variants[MAXVARIANTROWS];
bool standard, forced, used, native;
Shader *reusevs, *reuseps;
int numextparams;
LocalShaderParamState *extparams;
uchar *extvertparams, *extpixparams;
vector<UniformLoc> uniformlocs;
vector<AttribLoc> attriblocs;
Shader() : name(NULL), vsstr(NULL), psstr(NULL), defer(NULL), type(SHADER_DEFAULT), vs(0), ps(0), program(0), vsobj(0), psobj(0), detailshader(NULL), variantshader(NULL), altshader(NULL), standard(false), forced(false), used(false), native(true), reusevs(NULL), reuseps(NULL), numextparams(0), extparams(NULL), extvertparams(NULL), extpixparams(NULL)
{
loopi(MAXSHADERDETAIL) fastshader[i] = this;
}
~Shader()
{
DELETEA(name);
DELETEA(vsstr);
DELETEA(psstr);
DELETEA(defer);
DELETEA(extparams);
DELETEA(extvertparams);
extpixparams = NULL;
}
void fixdetailshader(bool force = true, bool recurse = true);
void allocenvparams(Slot *slot = NULL);
void flushenvparams(Slot *slot = NULL);
void setslotparams(Slot &slot, VSlot &vslot);
void bindprograms();
bool hasoption(int row)
{
if(!detailshader || detailshader->variants[row].empty()) return false;
return (detailshader->variants[row][0]->type&SHADER_OPTION)!=0;
}
void setvariant_(int col, int row, Shader *fallbackshader)
{
Shader *s = fallbackshader;
for(col = min(col, detailshader->variants[row].length()-1); col >= 0; col--)
if(!(detailshader->variants[row][col]->type&SHADER_INVALID))
{
s = detailshader->variants[row][col];
break;
}
if(lastshader!=s) s->bindprograms();
}
void setvariant(int col, int row, Shader *fallbackshader)
{
if(!this || !detailshader || renderpath==R_FIXEDFUNCTION) return;
setvariant_(col, row, fallbackshader);
lastshader->flushenvparams();
}
void setvariant(int col, int row)
{
if(!this || !detailshader || renderpath==R_FIXEDFUNCTION) return;
setvariant_(col, row, detailshader);
lastshader->flushenvparams();
}
void setvariant(int col, int row, Slot &slot, VSlot &vslot, Shader *fallbackshader)
{
if(!this || !detailshader || renderpath==R_FIXEDFUNCTION) return;
setvariant_(col, row, fallbackshader);
lastshader->flushenvparams(&slot);
lastshader->setslotparams(slot, vslot);
}
void setvariant(int col, int row, Slot &slot, VSlot &vslot)
{
if(!this || !detailshader || renderpath==R_FIXEDFUNCTION) return;
setvariant_(col, row, detailshader);
lastshader->flushenvparams(&slot);
lastshader->setslotparams(slot, vslot);
}
void set_()
{
if(lastshader!=detailshader) detailshader->bindprograms();
}
void set()
{
if(!this || !detailshader || renderpath==R_FIXEDFUNCTION) return;
set_();
lastshader->flushenvparams();
}
void set(Slot &slot, VSlot &vslot)
{
if(!this || !detailshader || renderpath==R_FIXEDFUNCTION) return;
set_();
lastshader->flushenvparams(&slot);
lastshader->setslotparams(slot, vslot);
}
bool compile();
void cleanup(bool invalid = false);
static int uniformlocversion();
};
#define SETSHADER(name) \
do { \
static Shader *name##shader = NULL; \
if(!name##shader) name##shader = lookupshaderbyname(#name); \
name##shader->set(); \
} 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,
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_UNKNOWN,
TEX_DECAL,
TEX_NORMAL,
TEX_GLOW,
TEX_SPEC,
TEX_DEPTH,
TEX_ENVMAP
};
enum
{
VSLOT_SHPARAM = 0,
VSLOT_SCALE,
VSLOT_ROTATION,
VSLOT_OFFSET,
VSLOT_SCROLL,
VSLOT_LAYER,
VSLOT_ALPHA,
VSLOT_COLOR,
VSLOT_NUM
};
struct VSlot
{
Slot *slot;
VSlot *next;
int index, changed;
vector<ShaderParam> params;
bool linked;
float scale;
int rotation, xoffset, yoffset;
float scrollS, scrollT;
int layer;
float alphafront, alphaback;
vec colorscale;
vec glowcolor, pulseglowcolor;
float pulseglowspeed;
vec envscale;
int skipped;
VSlot(Slot *slot = NULL, int index = -1) : slot(slot), next(NULL), index(index), changed(0), skipped(0)
{
reset();
if(slot) addvariant(slot);
}
void addvariant(Slot *slot);
void reset()
{
params.shrink(0);
linked = false;
scale = 1;
rotation = xoffset = yoffset = 0;
scrollS = scrollT = 0;
layer = 0;
alphafront = 0.5f;
alphaback = 0;
colorscale = vec(1, 1, 1);
glowcolor = vec(1, 1, 1);
pulseglowcolor = vec(0, 0, 0);
pulseglowspeed = 0;
envscale = vec(0, 0, 0);
}
void cleanup()
{
linked = false;
}
};
struct Slot
{
struct Tex
{
int type;
Texture *t;
string name;
int combined;
};
int index;
vector<Tex> sts;
Shader *shader;
vector<ShaderParam> params;
VSlot *variants;
bool loaded;
uint texmask;
char *autograss;
Texture *grasstex, *thumbnail;
char *layermaskname;
int layermaskmode;
float layermaskscale;
ImageData *layermask;
bool ffenv;
Slot(int index = -1) : index(index), variants(NULL), autograss(NULL), layermaskname(NULL), layermask(NULL) { reset(); }
void reset()
{
sts.shrink(0);
shader = NULL;
params.shrink(0);
loaded = false;
texmask = 0;
DELETEA(autograss);
grasstex = NULL;
thumbnail = NULL;
DELETEA(layermaskname);
layermaskmode = 0;
layermaskscale = 1;
if(layermask) DELETEP(layermask);
ffenv = false;
}
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;
}
}
struct MSlot : Slot, VSlot
{
MSlot() : VSlot(this) {}
void reset()
{
Slot::reset();
VSlot::reset();
}
void cleanup()
{
Slot::cleanup();
VSlot::cleanup();
}
};
struct cubemapside
{
GLenum target;
const char *name;
bool flipx, flipy, swapxy;
};
extern cubemapside cubemapsides[6];
extern Texture *notexture;
extern Shader *defaultshader, *rectshader, *cubemapshader, *notextureshader, *nocolorshader, *nocolorglslshader, *foggedshader, *foggednotextureshader, *stdworldshader, *lineshader, *foggedlineshader;
extern int reservevpparams, maxvpenvparams, maxvplocalparams, maxfpenvparams, maxfplocalparams, maxvsuniforms, maxfsuniforms;
extern Shader *lookupshaderbyname(const char *name);
extern Shader *useshaderbyname(const char *name);
extern Texture *loadthumbnail(Slot &slot);
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 void setenvparamf(const char *name, int type, int index, float x = 0, float y = 0, float z = 0, float w = 0);
extern void setenvparamfv(const char *name, int type, int index, const float *v);
extern void flushenvparamf(const char *name, int type, int index, float x = 0, float y = 0, float z = 0, float w = 0);
extern void flushenvparamfv(const char *name, int type, int index, const float *v);
extern void setlocalparamf(const char *name, int type, int index, float x = 0, float y = 0, float z = 0, float w = 0);
extern void setlocalparamfv(const char *name, int type, int index, const float *v);
extern void invalidateenvparams(int type, int start, int count);
extern ShaderParam *findshaderparam(Slot &s, const char *name, int type, int index);
extern ShaderParam *findshaderparam(VSlot &s, const char *name, int type, int index);
extern const char *getshaderparamname(const char *name);
extern int maxtmus, nolights, nowater, nomasks;
extern void inittmus();
extern void resettmu(int n);
extern void scaletmu(int n, int rgbscale, int alphascale = 0);
extern void colortmu(int n, float r = 0, float g = 0, float b = 0, float a = 0);
extern void setuptmu(int n, const char *rgbfunc = NULL, const char *alphafunc = NULL);
#define MAXDYNLIGHTS 5
#define DYNLIGHTBITS 6
#define DYNLIGHTMASK ((1<<DYNLIGHTBITS)-1)
#define MAXBLURRADIUS 7
extern void setupblurkernel(int radius, float sigma, 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);
extern bool loadimage(const char *filename, ImageData &image);
extern MSlot &lookupmaterialslot(int slot, bool load = true);
extern Slot &lookupslot(int slot, bool load = true);
extern VSlot &lookupvslot(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 vector<Slot *> slots;
extern vector<VSlot *> vslots;
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