X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=8c88310c5b99e2986ef371a39eebbd4b288c1070;hb=2622546207b940ab27d8c7423e2d4af7aef58067;hp=5da1769f3addc1b9041724b989bd14e05fe55e03;hpb=b2757ac49a58ea4a9e724b0e8f54c7b512ed9756;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 5da1769f..8c88310c 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -645,9 +645,6 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, {"#define USESHADOWMAP2D\n", " shadowmap2d"}, - {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm - {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm - {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm {"#define USESHADOWMAPORTHO\n", " shadowmaportho"}, {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"}, @@ -658,6 +655,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm {"#define USETRIPPY\n", " trippy"}, {"#define USEDEPTHRGB\n", " depthrgb"}, + {"#define USEALPHAGENVERTEX\n", "alphagenvertex"} }; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! @@ -852,15 +850,21 @@ enum SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping + SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1 + SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2 + SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler }; -#define SHADERSTATICPARMS_COUNT 8 +#define SHADERSTATICPARMS_COUNT 11 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT]; static int shaderstaticparms_count = 0; static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0}; #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F)) -static qboolean R_CompileShader_CheckStaticParms(void) + +extern qboolean r_shadow_shadowmapsampler; +extern int r_shadow_shadowmappcf; +qboolean R_CompileShader_CheckStaticParms(void) { static int r_compileshader_staticparms_save[1]; memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms)); @@ -886,6 +890,14 @@ static qboolean R_CompileShader_CheckStaticParms(void) } if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD); + + if (r_shadow_shadowmapsampler) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER); + if (r_shadow_shadowmappcf > 1) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2); + else if (r_shadow_shadowmappcf) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1); + return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0; } @@ -907,6 +919,9 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permu R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER"); } /// information about each possible shader permutation @@ -1786,7 +1801,7 @@ static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int per DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time); } -static void R_GLSL_Restart_f(void) +void R_GLSL_Restart_f(void) { unsigned int i, limit; if (glslshaderstring && glslshaderstring != builtinshaderstring) @@ -2047,8 +2062,6 @@ extern qboolean r_shadow_usingshadowmaportho; extern float r_shadow_shadowmap_texturescale[2]; extern float r_shadow_shadowmap_parameters[4]; extern qboolean r_shadow_shadowmapvsdct; -extern qboolean r_shadow_shadowmapsampler; -extern int r_shadow_shadowmappcf; extern rtexture_t *r_shadow_shadowmap2ddepthbuffer; extern rtexture_t *r_shadow_shadowmap2ddepthtexture; extern rtexture_t *r_shadow_shadowmapvsdcttexture; @@ -2133,6 +2146,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) { mode = SHADERMODE_WATER; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)) { // this is the right thing to do for wateralpha @@ -2149,6 +2164,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION) { mode = SHADERMODE_REFRACTION; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } @@ -2197,6 +2214,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // light source mode = SHADERMODE_LIGHTSOURCE; if (rsurface.rtlight->currentcubemap != r_texture_whitecube) @@ -2215,12 +2234,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if(r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; if (r_shadow_shadowmap2ddepthbuffer) permutation |= SHADERPERMUTATION_DEPTHRGB; } @@ -2245,6 +2258,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // unshaded geometry (fullbright or ambient model lighting) mode = SHADERMODE_FLATCOLOR; ambientscale = diffusescale = specularscale = 0; @@ -2259,12 +2274,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; if (r_shadow_shadowmap2ddepthbuffer) permutation |= SHADERPERMUTATION_DEPTHRGB; } @@ -2300,6 +2309,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // directional model lighting mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) @@ -2316,12 +2327,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; if (r_shadow_shadowmap2ddepthbuffer) permutation |= SHADERPERMUTATION_DEPTHRGB; } @@ -2365,6 +2370,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // ambient model lighting mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) @@ -2378,12 +2385,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; if (r_shadow_shadowmap2ddepthbuffer) permutation |= SHADERPERMUTATION_DEPTHRGB; } @@ -2427,6 +2428,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // lightmapped wall if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; @@ -2439,12 +2442,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; if (r_shadow_shadowmap2ddepthbuffer) permutation |= SHADERPERMUTATION_DEPTHRGB; } @@ -3008,12 +3005,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; if (r_shadow_shadowmap2ddepthbuffer) permutation |= SHADERPERMUTATION_DEPTHRGB; }