add vertex shaders

This commit is contained in:
Jaime Passos 2019-03-18 19:17:47 -03:00
parent f210053735
commit 5c399b0944
4 changed files with 88 additions and 16 deletions

View File

@ -317,6 +317,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
static UINT16 numAllocedPlaneVerts = 0;
(void)sector; ///@TODO remove shitty unused variable
(void)fogplane; ///@TODO remove shitty unused variable
// no convex poly were generated for this subsector
if (!xsub->planepoly)
@ -5759,6 +5760,8 @@ static void HWR_RenderWall(wallVert3D *wallVerts, FSurfaceInfo *pSurf, FBITFIE
FOutVector *wv;
UINT8 alpha;
(void)fogwall; ///@TODO remove shitty unused variable
// transform
wv = trVerts;
// it sounds really stupid to do this conversion with the new T&L code

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@ -77,6 +77,8 @@ static GLint mag_filter = GL_LINEAR;
static GLint anisotropic_filter = 0;
static FTransform md2_transform;
const GLubyte *gl_version = NULL;
const GLubyte *gl_renderer = NULL;
const GLubyte *gl_extensions = NULL;
//Hurdler: 04/10/2000: added for the kick ass coronas as Boris wanted;-)
@ -552,6 +554,10 @@ static PFNglUniform2fv pglUniform2fv;
static PFNglUniform3fv pglUniform3fv;
static PFNglGetUniformLocation pglGetUniformLocation;
//
// Fragment shaders
//
// Macro to reduce boilerplate code
#define GLSL_SHARED_FOG_FUNCTION \
"float fog(const float dist, const float density, const float globaldensity) {\n" \
@ -652,6 +658,40 @@ static char *fragment_shaders[] = {
"}\0",
};
//
// Vertex shaders
//
// Macro to reduce boilerplate code
#define SHARED_VERTEX_SHADER \
"void main()\n" \
"{\n" \
"gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n" \
"gl_FrontColor = gl_Color;\n" \
"gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n" \
"gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;\n" \
"}\0"
static char *vertex_shaders[] = {
// Default shader
SHARED_VERTEX_SHADER,
// Floor shader
SHARED_VERTEX_SHADER,
// Wall shader
SHARED_VERTEX_SHADER,
// Sprite shader
SHARED_VERTEX_SHADER,
// Water shader
SHARED_VERTEX_SHADER,
// Sky shader
SHARED_VERTEX_SHADER,
};
#endif // USE_SHADERS
void SetupGLFunc4(void)
@ -695,20 +735,39 @@ void SetupGLFunc4(void)
EXPORT void HWRAPI(LoadShaders) (void)
{
#ifdef USE_SHADERS
GLuint gl_fragShader;
GLuint gl_vertShader, gl_fragShader;
GLint i, result;
for (i = 0; fragment_shaders[i]; i++)
for (i = 0; vertex_shaders[i] && fragment_shaders[i]; i++)
{
GLchar* shader = fragment_shaders[i];
GLchar* vert_shader = vertex_shaders[i];
GLchar* frag_shader = fragment_shaders[i];
if (i >= MAXSHADERS || i >= MAXSHADERPROGRAMS)
break;
//
// Load and compile vertex shader
//
gl_vertShader = gl_shaders[gl_totalshaders++] = pglCreateShader(GL_VERTEX_SHADER);
if (!gl_vertShader)
I_Error("Hardware driver: Error creating vertex shader %d", i);
pglShaderSource(gl_vertShader, 1, &vert_shader, NULL);
pglCompileShader(gl_vertShader);
// check for compile errors
pglGetShaderiv(gl_vertShader, GL_COMPILE_STATUS, &result);
if (result == GL_FALSE)
I_Error("Hardware driver: Error compiling vertex shader %d", i);
//
// Load and compile fragment shader
//
gl_fragShader = gl_shaders[gl_totalshaders++] = pglCreateShader(GL_FRAGMENT_SHADER);
if (!gl_fragShader)
I_Error("Hardware driver: Error creating fragment shader %d", i);
pglShaderSource(gl_fragShader, 1, &shader, NULL);
pglShaderSource(gl_fragShader, 1, &frag_shader, NULL);
pglCompileShader(gl_fragShader);
// check for compile errors
@ -717,6 +776,7 @@ EXPORT void HWRAPI(LoadShaders) (void)
I_Error("Hardware driver: Error compiling fragment shader %d", i);
gl_shaderprograms[i] = pglCreateProgram();
pglAttachShader(gl_shaderprograms[i], gl_vertShader);
pglAttachShader(gl_shaderprograms[i], gl_fragShader);
pglLinkProgram(gl_shaderprograms[i]);
@ -1863,6 +1923,12 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model)
}
// Macro to
// Macro to what? Why isn't this comment finished?
// Did I accidentally delete the rest of the line?
// Did it decide it didn't want to be part of the code anymore?
// Did the macro hurt its feelings?
#define BUFFER_OFFSET(i) ((void*)(i))
static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, FSurfaceInfo *Surface)

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@ -109,12 +109,15 @@ extern PFNglGetString pglGetString;
// GLOBAL
// ==========================================================================
extern const GLubyte *gl_extensions;
extern RGBA_t myPaletteData[];
extern GLint screen_width;
extern GLint screen_height;
extern GLbyte screen_depth;
extern GLint maximumAnisotropy;
extern const GLubyte *gl_version;
extern const GLubyte *gl_renderer;
extern const GLubyte *gl_extensions;
extern RGBA_t myPaletteData[];
extern GLint screen_width;
extern GLint screen_height;
extern GLbyte screen_depth;
extern GLint maximumAnisotropy;
// jimita
extern boolean GLEXT_legacy;

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@ -152,18 +152,18 @@ boolean LoadGL(void)
boolean OglSdlSurface(INT32 w, INT32 h)
{
INT32 cbpp = cv_scr_depth.value < 16 ? 16 : cv_scr_depth.value;
const GLvoid *gl_version = NULL, *gl_renderer = NULL;
static boolean first_init = false;
gl_version = pglGetString(GL_VERSION);
gl_renderer = pglGetString(GL_RENDERER);
gl_extensions = pglGetString(GL_EXTENSIONS);
oglflags = 0;
if (!first_init)
{
GL_DBG_Printf("OpenGL %s\n", (char *)gl_version);
GL_DBG_Printf("GPU: %s\n", (char *)gl_renderer);
gl_version = pglGetString(GL_VERSION);
gl_renderer = pglGetString(GL_RENDERER);
gl_extensions = pglGetString(GL_EXTENSIONS);
GL_DBG_Printf("OpenGL %s\n", gl_version);
GL_DBG_Printf("GPU: %s\n", gl_renderer);
GL_DBG_Printf("Extensions: %s\n", gl_extensions);
}
first_init = true;