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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "globalincs/pstypes.h"
#include "globalincs/def_files.h"
#include "graphics/2d.h"
#include "lighting/lighting.h"
#include "graphics/grinternal.h"
#include "graphics/gropengl.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropengllight.h"
#include "graphics/gropengltnl.h"
#include "graphics/gropengldraw.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglpostprocessing.h"
#include "graphics/gropenglstate.h"
#include "math/vecmat.h"
#include "render/3d.h"
#include "cmdline/cmdline.h"
#include "mod_table/mod_table.h"
SCP_vector<opengl_shader_t> GL_shader;
static char *GLshader_info_log = NULL;
static const int GLshader_info_log_size = 8192;
GLuint Framebuffer_fallback_texture_id = 0;
static int Effect_num = 0;
static float Anim_timer = 0.0f;
/**
* Static lookup reference for main shader uniforms
* When adding a new SDR_ flag, list all associated uniforms and attributes here
*/
static opengl_shader_uniform_reference_t GL_Uniform_Reference_Main[] = {
{ SDR_FLAG_LIGHT, 1, {"n_lights"}, 0, { NULL }, "Lighting" },
{ SDR_FLAG_FOG, 0, { NULL }, 0, { NULL }, "Fog Effect" },
{ SDR_FLAG_DIFFUSE_MAP, 5, {"sBasemap", "desaturate", "desaturate_r", "desaturate_g", "desaturate_b"}, 0, { NULL }, "Diffuse Mapping"},
{ SDR_FLAG_GLOW_MAP, 1, {"sGlowmap"}, 0, { NULL }, "Glow Mapping" },
{ SDR_FLAG_SPEC_MAP, 1, {"sSpecmap"}, 0, { NULL }, "Specular Mapping" },
{ SDR_FLAG_NORMAL_MAP, 1, {"sNormalmap"}, 0, { NULL }, "Normal Mapping" },
{ SDR_FLAG_HEIGHT_MAP, 1, {"sHeightmap"}, 0, { NULL }, "Parallax Mapping" },
{ SDR_FLAG_ENV_MAP, 3, {"sEnvmap", "alpha_spec", "envMatrix"}, 0, { NULL }, "Environment Mapping" },
{ SDR_FLAG_ANIMATED, 5, {"sFramebuffer", "effect_num", "anim_timer", "vpwidth", "vpheight"}, 0, { NULL }, "Animated Effects" },
{ SDR_FLAG_MISC_MAP, 1, {"sMiscmap"}, 0, { NULL }, "Utility mapping" },
{ SDR_FLAG_TEAMCOLOR, 2, {"stripe_color", "base_color"}, 0, { NULL }, "Team Colors" },
{ SDR_FLAG_THRUSTER, 1, {"thruster_scale"}, 0, { NULL }, "Thruster scaling" }
};
static const int Main_shader_flag_references = sizeof(GL_Uniform_Reference_Main) / sizeof(opengl_shader_uniform_reference_t);
/**
* Static lookup referene for particle shader uniforms
*/
static opengl_shader_uniform_reference_t GL_Uniform_Reference_Particle[] = {
{ (SDR_FLAG_SOFT_QUAD | SDR_FLAG_DISTORTION), 6, {"baseMap", "window_width", "window_height", "distMap", "frameBuffer", "use_offset"}, 1, { "offset_in" }, "Distorted Particles" },
{ (SDR_FLAG_SOFT_QUAD), 6, {"baseMap", "depthMap", "window_width", "window_height", "nearZ", "farZ"}, 1, { "radius_in" }, "Depth-blended Particles" }
};
static const int Particle_shader_flag_references = sizeof(GL_Uniform_Reference_Particle) / sizeof(opengl_shader_uniform_reference_t);
opengl_shader_t *Current_shader = NULL;
void opengl_shader_check_info_log(GLhandleARB shader_object);
/**
* Set the currently active shader
* @param shader_obj Pointer to an opengl_shader_t object. This function calls glUseProgramARB with parameter 0 if shader_obj is NULL or if function is called without parameters, causing OpenGL to revert to fixed-function processing
*/
void opengl_shader_set_current(opengl_shader_t *shader_obj)
{
if (shader_obj != NULL) {
if(!Current_shader || (Current_shader->program_id != shader_obj->program_id)) {
Current_shader = shader_obj;
vglUseProgramObjectARB(Current_shader->program_id);
#ifndef NDEBUG
if ( opengl_check_for_errors("shader_set_current()") ) {
vglValidateProgramARB(Current_shader->program_id);
GLint obj_status = 0;
vglGetObjectParameterivARB(Current_shader->program_id, GL_OBJECT_VALIDATE_STATUS_ARB, &obj_status);
if ( !obj_status ) {
opengl_shader_check_info_log(Current_shader->program_id);
mprintf(("VALIDATE INFO-LOG:\n"));
if (strlen(GLshader_info_log) > 5) {
mprintf(("%s\n", GLshader_info_log));
} else {
mprintf(("<EMPTY>\n"));
}
}
}
#endif
}
} else {
Current_shader = NULL;
vglUseProgramObjectARB(0);
}
}
/**
* Given a set of flags, determine whether a shader with these flags exists within the GL_shader vector. If no shader with the requested flags exists, attempt to compile one.
*
* @param flags Integer variable, holding a combination of SDR_* flags
* @return Index into GL_shader, referencing a valid shader, or -1 if shader compilation failed
*/
int gr_opengl_maybe_create_shader(int flags)
{
if (Use_GLSL < 2)
return -1;
size_t idx;
size_t max = GL_shader.size();
for (idx = 0; idx < max; idx++) {
if (GL_shader[idx].flags == flags) {
return idx;
}
}
// If we are here, it means we need to compile a new shader
opengl_compile_main_shader(flags);
if (GL_shader.back().flags == flags)
return (int)GL_shader.size() - 1;
// If even that has failed, bail
return -1;
}
/**
* Go through GL_shader and call glDeleteObject() for all created shaders, then clear GL_shader
*/
void opengl_shader_shutdown()
{
size_t i;
if ( !Use_GLSL ) {
return;
}
for (i = 0; i < GL_shader.size(); i++) {
if (GL_shader[i].program_id) {
vglDeleteObjectARB(GL_shader[i].program_id);
GL_shader[i].program_id = 0;
}
GL_shader[i].uniforms.clear();
}
GL_shader.clear();
if (GLshader_info_log != NULL) {
vm_free(GLshader_info_log);
GLshader_info_log = NULL;
}
}
/**
* Load a shader file from disc or from the builtin defaults in def_files.cpp if none can be found.
* This function will also create a list of preprocessor defines for the GLSL compiler based on the shader flags
* and the supported GLSL version as reported by the GPU driver.
*
* @param filename C-string holding the filename (with extension) of the shader file
* @param flags integer variable holding a combination of SDR_* flags
* @return C-string holding the complete shader source code
*/
static char *opengl_load_shader(char *filename, int flags)
{
SCP_string sflags;
if (Use_GLSL >= 4) {
sflags += "#define SHADER_MODEL 4\n";
} else if (Use_GLSL == 3) {
sflags += "#define SHADER_MODEL 3\n";
} else {
sflags += "#define SHADER_MODEL 2\n";
}
if (flags & SDR_FLAG_DIFFUSE_MAP) {
sflags += "#define FLAG_DIFFUSE_MAP\n";
}
if (flags & SDR_FLAG_ENV_MAP) {
sflags += "#define FLAG_ENV_MAP\n";
}
if (flags & SDR_FLAG_FOG) {
sflags += "#define FLAG_FOG\n";
}
if (flags & SDR_FLAG_GLOW_MAP) {
sflags += "#define FLAG_GLOW_MAP\n";
}
if (flags & SDR_FLAG_HEIGHT_MAP) {
sflags += "#define FLAG_HEIGHT_MAP\n";
}
if (flags & SDR_FLAG_LIGHT) {
sflags += "#define FLAG_LIGHT\n";
}
if (flags & SDR_FLAG_NORMAL_MAP) {
sflags += "#define FLAG_NORMAL_MAP\n";
}
if (flags & SDR_FLAG_SPEC_MAP) {
sflags += "#define FLAG_SPEC_MAP\n";
}
if (flags & SDR_FLAG_ANIMATED) {
sflags += "#define FLAG_ANIMATED\n";
}
if (flags & SDR_FLAG_DISTORTION) {
sflags += "#define FLAG_DISTORTION\n";
}
if (flags & SDR_FLAG_MISC_MAP) {
sflags += "#define FLAG_MISC_MAP\n";
}
if (flags & SDR_FLAG_TEAMCOLOR) {
sflags += "#define FLAG_TEAMCOLOR\n";
}
if (flags & SDR_FLAG_THRUSTER) {
sflags += "#define FLAG_THRUSTER\n";
}
const char *shader_flags = sflags.c_str();
int flags_len = strlen(shader_flags);
if (Enable_external_shaders) {
CFILE *cf_shader = cfopen(filename, "rt", CFILE_NORMAL, CF_TYPE_EFFECTS);
if (cf_shader != NULL) {
int len = cfilelength(cf_shader);
char *shader = (char*) vm_malloc(len + flags_len + 1);
strcpy(shader, shader_flags);
memset(shader + flags_len, 0, len + 1);
cfread(shader + flags_len, len + 1, 1, cf_shader);
cfclose(cf_shader);
return shader;
}
}
//If we're still here, proceed with internals
mprintf((" Loading built-in default shader for: %s\n", filename));
char* def_shader = defaults_get_file(filename);
size_t len = strlen(def_shader);
char *shader = (char*) vm_malloc(len + flags_len + 1);
strcpy(shader, shader_flags);
strcat(shader, def_shader);
return shader;
}
/**
* Compiles a new shader, and creates an opengl_shader_t that will be put into the GL_shader vector
* if compilation is successful.
* This function is used for main (i.e. model rendering) and particle shaders, post processing shaders use their own infrastructure
*
* @param flags Combination of SDR_* flags
*/
void opengl_compile_main_shader(int flags) {
char *vert = NULL, *frag = NULL;
mprintf(("Compiling new shader:\n"));
bool in_error = false;
opengl_shader_t new_shader;
// choose appropriate files
char vert_name[NAME_LENGTH];
char frag_name[NAME_LENGTH];
if (flags & SDR_FLAG_SOFT_QUAD) {
strcpy_s( vert_name, "soft-v.sdr");
strcpy_s( frag_name, "soft-f.sdr");
} else {
strcpy_s( vert_name, "main-v.sdr");
strcpy_s( frag_name, "main-f.sdr");
}
// read vertex shader
if ( (vert = opengl_load_shader(vert_name, flags)) == NULL ) {
in_error = true;
goto Done;
}
// read fragment shader
if ( (frag = opengl_load_shader(frag_name, flags)) == NULL ) {
in_error = true;
goto Done;
}
Verify( vert != NULL );
Verify( frag != NULL );
new_shader.program_id = opengl_shader_create(vert, frag);
if ( !new_shader.program_id ) {
in_error = true;
goto Done;
}
new_shader.flags = flags;
opengl_shader_set_current( &new_shader );
mprintf(("Shader features:\n"));
//Init all the uniforms
if (new_shader.flags & SDR_FLAG_SOFT_QUAD) {
for (int j = 0; j < Particle_shader_flag_references; j++) {
if (new_shader.flags == GL_Uniform_Reference_Particle[j].flag) {
int k;
// Equality check needed because the combination of SDR_FLAG_SOFT_QUAD and SDR_FLAG_DISTORTION define something very different
// than just SDR_FLAG_SOFT_QUAD alone
for (k = 0; k < GL_Uniform_Reference_Particle[j].num_uniforms; k++) {
opengl_shader_init_uniform( GL_Uniform_Reference_Particle[j].uniforms[k] );
}
for (k = 0; k < GL_Uniform_Reference_Particle[j].num_attributes; k++) {
opengl_shader_init_attribute( GL_Uniform_Reference_Particle[j].attributes[k] );
}
mprintf((" %s\n", GL_Uniform_Reference_Particle[j].name));
}
}
} else {
for (int j = 0; j < Main_shader_flag_references; j++) {
if (new_shader.flags & GL_Uniform_Reference_Main[j].flag) {
if (GL_Uniform_Reference_Main[j].num_uniforms > 0) {
for (int k = 0; k < GL_Uniform_Reference_Main[j].num_uniforms; k++) {
opengl_shader_init_uniform( GL_Uniform_Reference_Main[j].uniforms[k] );
}
}
if (GL_Uniform_Reference_Main[j].num_attributes > 0) {
for (int k = 0; k < GL_Uniform_Reference_Main[j].num_attributes; k++) {
opengl_shader_init_attribute( GL_Uniform_Reference_Main[j].attributes[k] );
}
}
mprintf((" %s\n", GL_Uniform_Reference_Main[j].name));
}
}
}
opengl_shader_set_current();
// add it to our list of embedded shaders
GL_shader.push_back( new_shader );
Done:
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (frag != NULL) {
vm_free(frag);
frag = NULL;
}
if (in_error) {
// shut off relevant usage things ...
bool dealt_with = false;
if (flags & SDR_FLAG_HEIGHT_MAP) {
mprintf((" Shader in_error! Disabling height maps!\n"));
Cmdline_height = 0;
dealt_with = true;
}
if (flags & SDR_FLAG_NORMAL_MAP) {
mprintf((" Shader in_error! Disabling normal maps and height maps!\n"));
Cmdline_height = 0;
Cmdline_normal = 0;
dealt_with = true;
}
if (!dealt_with) {
if (flags == 0) {
mprintf((" Shader in_error! Disabling GLSL!\n"));
Use_GLSL = 0;
Cmdline_height = 0;
Cmdline_normal = 0;
GL_shader.clear();
} else {
// We died on a lighting shader, probably due to instruction count.
// Drop down to a special var that will use fixed-function rendering
// but still allow for post-processing to work
mprintf((" Shader in_error! Disabling GLSL model rendering!\n"));
Use_GLSL = 1;
Cmdline_height = 0;
Cmdline_normal = 0;
}
}
}
}
/**
* Initializes the shader system. Creates a 1x1 texture that can be used as a fallback texture when framebuffer support is missing.
* Also compiles the shaders used for particle rendering.
*/
void opengl_shader_init()
{
if ( !Use_GLSL ) {
return;
}
glGenTextures(1,&Framebuffer_fallback_texture_id);
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable(Framebuffer_fallback_texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GLuint pixels[4] = {0,0,0,0};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &pixels);
if (Cmdline_no_glsl_model_rendering) {
Use_GLSL = 1;
}
GL_shader.clear();
// Reserve 32 shader slots. This should cover most use cases in real life.
GL_shader.reserve(32);
// Compile the particle shaders, since these are most definitely going to be used
opengl_compile_main_shader(SDR_FLAG_SOFT_QUAD);
opengl_compile_main_shader(SDR_FLAG_SOFT_QUAD | SDR_FLAG_DISTORTION);
mprintf(("\n"));
}
/**
* Retrieve the compilation log for a given shader object, and store it in the GLshader_info_log global variable
*
* @param shader_object OpenGL handle of a shader object
*/
void opengl_shader_check_info_log(GLhandleARB shader_object)
{
if (GLshader_info_log == NULL) {
GLshader_info_log = (char *) vm_malloc(GLshader_info_log_size);
}
memset(GLshader_info_log, 0, GLshader_info_log_size);
vglGetInfoLogARB(shader_object, GLshader_info_log_size-1, 0, GLshader_info_log);
}
/**
* Pass a GLSL shader source to OpenGL and compile it into a usable shader object.
* Prints compilation errors (if any) to the log.
* Note that this will only compile shaders into objects, linking them into executables happens later
*
* @param shader_source GLSL sourcecode for the shader
* @param shader_type OpenGL ID for the type of shader being used, like GL_FRAGMENT_SHADER_ARB, GL_VERTEX_SHADER_ARB
* @return OpenGL handle for the compiled shader object
*/
GLhandleARB opengl_shader_compile_object(const GLcharARB *shader_source, GLenum shader_type)
{
GLhandleARB shader_object = 0;
GLint status = 0;
shader_object = vglCreateShaderObjectARB(shader_type);
vglShaderSourceARB(shader_object, 1, &shader_source, NULL);
vglCompileShaderARB(shader_object);
// check if the compile was successful
vglGetObjectParameterivARB(shader_object, GL_OBJECT_COMPILE_STATUS_ARB, &status);
opengl_shader_check_info_log(shader_object);
// we failed, bail out now...
if (status == 0) {
// basic error check
mprintf(("%s shader failed to compile:\n%s\n", (shader_type == GL_VERTEX_SHADER_ARB) ? "Vertex" : "Fragment", GLshader_info_log));
// this really shouldn't exist, but just in case
if (shader_object) {
vglDeleteObjectARB(shader_object);
}
return 0;
}
// we succeeded, maybe output warnings too
if (strlen(GLshader_info_log) > 5) {
nprintf(("SHADER-DEBUG", "%s shader compiled with warnings:\n%s\n", (shader_type == GL_VERTEX_SHADER_ARB) ? "Vertex" : "Fragment", GLshader_info_log));
}
return shader_object;
}
/**
* Link a vertex shader object and a fragment shader object into a usable shader executable.
* Prints linker errors (if any) to the log.
*
* @param vertex_object Compiled vertex shader object
* @param fragment_object Compiled fragment shader object
* @return Shader executable
*/
GLhandleARB opengl_shader_link_object(GLhandleARB vertex_object, GLhandleARB fragment_object)
{
GLhandleARB shader_object = 0;
GLint status = 0;
shader_object = vglCreateProgramObjectARB();
if (vertex_object) {
vglAttachObjectARB(shader_object, vertex_object);
}
if (fragment_object) {
vglAttachObjectARB(shader_object, fragment_object);
}
vglLinkProgramARB(shader_object);
// check if the link was successful
vglGetObjectParameterivARB(shader_object, GL_OBJECT_LINK_STATUS_ARB, &status);
opengl_shader_check_info_log(shader_object);
// we failed, bail out now...
if (status == 0) {
mprintf(("Shader failed to link:\n%s\n", GLshader_info_log));
if (shader_object) {
vglDeleteObjectARB(shader_object);
}
return 0;
}
// we succeeded, maybe output warnings too
if (strlen(GLshader_info_log) > 5) {
nprintf(("SHADER-DEBUG", "Shader linked with warnings:\n%s\n", GLshader_info_log));
}
return shader_object;
}
/**
* Creates an executable shader.
*
* @param vs Vertex shader source code
* @param fs Fragment shader source code
* @return Internal ID of the compiled and linked shader as generated by OpenGL
*/
GLhandleARB opengl_shader_create(const char *vs, const char *fs)
{
GLhandleARB vs_o = 0;
GLhandleARB fs_o = 0;
GLhandleARB program = 0;
if (vs) {
vs_o = opengl_shader_compile_object( (const GLcharARB*)vs, GL_VERTEX_SHADER_ARB );
if ( !vs_o ) {
mprintf(("ERROR! Unable to create vertex shader!\n"));
goto Done;
}
}
if (fs) {
fs_o = opengl_shader_compile_object( (const GLcharARB*)fs, GL_FRAGMENT_SHADER_ARB );
if ( !fs_o ) {
mprintf(("ERROR! Unable to create fragment shader!\n"));
goto Done;
}
}
program = opengl_shader_link_object(vs_o, fs_o);
if ( !program ) {
mprintf(("ERROR! Unable to create shader program!\n"));
}
Done:
if (vs_o) {
vglDeleteObjectARB(vs_o);
}
if (fs_o) {
vglDeleteObjectARB(fs_o);
}
return program;
}
/**
* Initialize a shader attribute. Requires that the Current_shader global variable is valid.
*
* @param attribute_text Name of the attribute to be initialized
*/
void opengl_shader_init_attribute(const char *attribute_text)
{
opengl_shader_uniform_t new_attribute;
if ( ( Current_shader == NULL ) || ( attribute_text == NULL ) ) {
Int3();
return;
}
new_attribute.text_id = attribute_text;
new_attribute.location = vglGetAttribLocationARB(Current_shader->program_id, attribute_text);
if ( new_attribute.location < 0 ) {
nprintf(("SHADER-DEBUG", "WARNING: Unable to get shader attribute location for \"%s\"!\n", attribute_text));
return;
}
Current_shader->attributes.push_back( new_attribute );
}
/**
* Get the internal OpenGL location for a given attribute. Requires that the Current_shader global variable is valid
*
* @param attribute_text Name of the attribute
* @return Internal OpenGL location for the attribute
*/
GLint opengl_shader_get_attribute(const char *attribute_text)
{
if ( (Current_shader == NULL) || (attribute_text == NULL) ) {
Int3();
return -1;
}
SCP_vector<opengl_shader_uniform_t>::iterator attribute;
for (attribute = Current_shader->attributes.begin(); attribute != Current_shader->attributes.end(); ++attribute) {
if ( !attribute->text_id.compare(attribute_text) ) {
return attribute->location;
}
}
return -1;
}
/**
* Initialize a shader uniform. Requires that the Current_shader global variable is valid.
*
* @param uniform_text Name of the uniform to be initialized
*/
void opengl_shader_init_uniform(const char *uniform_text)
{
opengl_shader_uniform_t new_uniform;
if ( (Current_shader == NULL) || (uniform_text == NULL) ) {
Int3();
return;
}
new_uniform.text_id = uniform_text;
new_uniform.location = vglGetUniformLocationARB(Current_shader->program_id, uniform_text);
if (new_uniform.location < 0) {
nprintf(("SHADER-DEBUG", "WARNING: Unable to get shader uniform location for \"%s\"!\n", uniform_text));
return;
}
Current_shader->uniforms.push_back( new_uniform );
}
/**
* Get the internal OpenGL location for a given uniform. Requires that the Current_shader global variable is valid
*
* @param uniform_text Name of the uniform
* @return Internal OpenGL location for the uniform
*/
GLint opengl_shader_get_uniform(const char *uniform_text)
{
if ( (Current_shader == NULL) || (uniform_text == NULL) ) {
Int3();
return -1;
}
SCP_vector<opengl_shader_uniform_t>::iterator uniform;
for (uniform = Current_shader->uniforms.begin(); uniform != Current_shader->uniforms.end(); ++uniform) {
if ( !uniform->text_id.compare(uniform_text) ) {
return uniform->location;
}
}
return -1;
}
/**
* Sets the currently active animated effect.
*
* @param effect Effect ID, needs to be implemented and checked for in the shader
*/
void opengl_shader_set_animated_effect(int effect)
{
Assert(effect > -1);
Effect_num = effect;
}
/**
* Returns the currently active animated effect ID.
*
* @return Currently active effect ID
*/
int opengl_shader_get_animated_effect()
{
return Effect_num;
}
/**
* Set the timer for animated effects.
*
* @param timer Timer value to be passed to the shader
*/
void opengl_shader_set_animated_timer(float timer)
{
Anim_timer = timer;
}
/**
* Get the timer for animated effects.
*/
float opengl_shader_get_animated_timer()
{
return Anim_timer;
}
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