/
r_program.c
2238 lines (1862 loc) · 72.9 KB
/
r_program.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
Copyright (C) 2007 Victor Luchits
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_program.c - OpenGL Shading Language support
#include "r_local.h"
#include "../qalgo/q_trie.h"
#define MAX_GLSL_PROGRAMS 1024
#define GLSL_PROGRAMS_HASH_SIZE 256
#define GLSL_CACHE_FILE_NAME "glsl.cache"
typedef struct
{
r_glslfeat_t bit;
const char *define;
const char *suffix;
} glsl_feature_t;
typedef struct glsl_program_s
{
char *name;
int type;
r_glslfeat_t features;
const char *string;
char *deformsKey;
struct glsl_program_s *hash_next;
int object;
int vertexShader;
int fragmentShader;
struct loc_s {
int ModelViewMatrix,
ModelViewProjectionMatrix,
ZNear, ZFar,
ViewOrigin,
ViewAxis,
MirrorSide,
Viewport,
LightDir,
LightAmbient,
LightDiffuse,
TextureMatrix,
GlossIntensity,
GlossExponent,
OffsetMappingScale,
OutlineHeight,
OutlineCutOff,
FrontPlane,
TextureParams,
EntityDist,
EntityOrigin,
EntityColor,
ConstColor,
RGBGenFuncArgs,
AlphaGenFuncArgs;
struct {
int Plane,
Color,
Scale,
EyePlane,
EyeDist;
} Fog;
int ShaderTime,
ReflectionTexMatrix,
VectorTexMatrix,
DeluxemapOffset,
LightstyleColor,
DynamicLightsRadius[MAX_DLIGHTS],
DynamicLightsPosition[MAX_DLIGHTS],
DynamicLightsDiffuse[MAX_DLIGHTS],
NumDynamicLights,
AttrBonesIndices,
AttrBonesWeights,
WallColor,
FloorColor,
ShadowProjDistance[GLSL_SHADOWMAP_LIMIT],
ShadowmapTextureParams[GLSL_SHADOWMAP_LIMIT],
ShadowmapMatrix[GLSL_SHADOWMAP_LIMIT],
ShadowAlpha,
BlendMix,
SoftParticlesScale;
// builtin uniforms
struct {
int ShaderTime,
ViewOrigin,
ViewAxis,
MirrorSide,
EntityOrigin,
DualQuats,
InstancePoints;
} builtin;
} loc;
} glsl_program_t;
trie_t *glsl_cache_trie = NULL;
static unsigned int r_numglslprograms;
static glsl_program_t r_glslprograms[MAX_GLSL_PROGRAMS];
static glsl_program_t *r_glslprograms_hash[GLSL_PROGRAM_TYPE_MAXTYPE][GLSL_PROGRAMS_HASH_SIZE];
static void RF_GetUniformLocations( glsl_program_t *program );
static void RF_BindAttrbibutesLocations( glsl_program_t *program );
static void RF_PrecachePrograms( void );
static void RF_StorePrecacheList( void );
/*
* RP_Init
*/
void RP_Init( void )
{
int program;
memset( r_glslprograms, 0, sizeof( r_glslprograms ) );
memset( r_glslprograms_hash, 0, sizeof( r_glslprograms_hash ) );
Trie_Create( TRIE_CASE_INSENSITIVE, &glsl_cache_trie );
// register base programs
RP_RegisterProgram( GLSL_PROGRAM_TYPE_MATERIAL, DEFAULT_GLSL_MATERIAL_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_DISTORTION, DEFAULT_GLSL_DISTORTION_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_RGB_SHADOW, DEFAULT_GLSL_RGB_SHADOW_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_SHADOWMAP, DEFAULT_GLSL_SHADOWMAP_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_OUTLINE, DEFAULT_GLSL_OUTLINE_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_Q3A_SHADER, DEFAULT_GLSL_Q3A_SHADER_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_CELSHADE, DEFAULT_GLSL_CELSHADE_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_FOG, DEFAULT_GLSL_FOG_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_FXAA, DEFAULT_GLSL_FXAA_PROGRAM, NULL, NULL, 0, 0 );
RP_RegisterProgram( GLSL_PROGRAM_TYPE_YUV, DEFAULT_GLSL_YUV_PROGRAM, NULL, NULL, 0, 0 );
// check whether compilation of the shader with GPU skinning succeeds, if not, disable GPU bone transforms
if( glConfig.maxGLSLBones ) {
program = RP_RegisterProgram( GLSL_PROGRAM_TYPE_MATERIAL, DEFAULT_GLSL_MATERIAL_PROGRAM, NULL, NULL, 0, GLSL_SHADER_COMMON_BONE_TRANSFORMS1 );
if( !program ) {
glConfig.maxGLSLBones = 0;
}
}
RF_PrecachePrograms();
}
/*
* RF_PrecachePrograms
*
* Loads the list of known program permutations from disk file.
*
* Expected file format:
* application_name\n
* version_number\n*
* program_type1 features_lower_bits1 features_higher_bits1 program_name1
* ..
* program_typeN features_lower_bitsN features_higher_bitsN program_nameN
*/
static void RF_PrecachePrograms( void )
{
#ifdef NDEBUG
int version;
char *buffer = NULL, *data, **ptr;
const char *token;
const char *fileName;
fileName = GLSL_CACHE_FILE_NAME;
R_LoadFile( fileName, ( void ** )&buffer );
if( !buffer ) {
return;
}
data = buffer;
ptr = &data;
token = COM_Parse( ptr );
if( strcmp( token, rsh.applicationName ) ) {
ri.Com_DPrintf( "Ignoring %s: unknown application name \"%s\", expected \"%s\"\n",
token, rsh.applicationName );
return;
}
token = COM_Parse( ptr );
version = atoi( token );
if( version != GLSL_BITS_VERSION ) {
// ignore cache files with mismatching version number
ri.Com_DPrintf( "Ignoring %s: found version %i, expcted %i\n", version, GLSL_BITS_VERSION );
}
else {
while( 1 ) {
int type;
r_glslfeat_t lb, hb;
r_glslfeat_t features;
char name[256];
// read program type
token = COM_Parse( ptr );
if( !token[0] ) {
break;
}
type = atoi( token );
// read lower bits
token = COM_ParseExt( ptr, qfalse );
if( !token[0] ) {
break;
}
lb = atoi( token );
// read higher bits
token = COM_ParseExt( ptr, qfalse );
if( !token[0] ) {
break;
}
hb = atoi( token );
// read program full name
token = COM_ParseExt( ptr, qfalse );
if( !token[0] ) {
break;
}
Q_strncpyz( name, token, sizeof( name ) );
features = (hb << 32) | lb;
ri.Com_DPrintf( "Loading program %s...\n", name );
RP_RegisterProgram( type, name, NULL, NULL, 0, features );
}
}
R_FreeFile( buffer );
#endif
}
/*
* RF_StorePrecacheList
*
* Stores the list of known GLSL program permutations to file on the disk.
* File format matches that expected by RF_PrecachePrograms.
*/
static void RF_StorePrecacheList( void )
{
#ifdef NDEBUG
unsigned int i;
int handle;
const char *fileName;
glsl_program_t *program;
fileName = GLSL_CACHE_FILE_NAME;
if( ri.FS_FOpenFile( fileName, &handle, FS_WRITE ) == -1 ) {
Com_Printf( S_COLOR_YELLOW "Could not open %s for writing.\n", fileName );
return;
}
ri.FS_Printf( handle, "%s\n", rsh.applicationName );
ri.FS_Printf( handle, "%i\n", GLSL_BITS_VERSION );
for( i = 0, program = r_glslprograms; i < r_numglslprograms; i++, program++ ) {
if( !program->features ) {
continue;
}
if( *program->deformsKey ) {
continue;
}
ri.FS_Printf( handle, "%i %i %i %s\n",
program->type,
(int)(program->features & ULONG_MAX),
(int)((program->features>>32) & ULONG_MAX),
program->name );
}
ri.FS_FCloseFile( handle );
#endif
}
/*
* RF_DeleteProgram
*/
static void RF_DeleteProgram( glsl_program_t *program )
{
glsl_program_t *hash_next;
if( program->vertexShader )
{
qglDetachObjectARB( program->object, program->vertexShader );
qglDeleteObjectARB( program->vertexShader );
program->vertexShader = 0;
}
if( program->fragmentShader )
{
qglDetachObjectARB( program->object, program->fragmentShader );
qglDeleteObjectARB( program->fragmentShader );
program->fragmentShader = 0;
}
if( program->object )
qglDeleteObjectARB( program->object );
if( program->name )
R_Free( program->name );
if( program->deformsKey )
R_Free( program->deformsKey );
hash_next = program->hash_next;
memset( program, 0, sizeof( glsl_program_t ) );
program->hash_next = hash_next;
}
/*
* RF_CompileShader
*/
static int RF_CompileShader( int program, const char *programName, const char *shaderName,
int shaderType, const char **strings, int numStrings )
{
GLhandleARB shader;
GLint compiled;
shader = qglCreateShaderObjectARB( (GLenum)shaderType );
if( !shader )
return 0;
// if lengths is NULL, then each string is assumed to be null-terminated
qglShaderSourceARB( shader, numStrings, strings, NULL );
qglCompileShaderARB( shader );
qglGetObjectParameterivARB( shader, GL_OBJECT_COMPILE_STATUS_ARB, &compiled );
if( !compiled )
{
char log[4096];
qglGetInfoLogARB( shader, sizeof( log ) - 1, NULL, log );
log[sizeof( log ) - 1] = 0;
if( log[0] ) {
int i;
for( i = 0; i < numStrings; i++ ) {
Com_Printf( "%s", strings[i] );
Com_Printf( "\n" );
}
Com_Printf( S_COLOR_YELLOW "Failed to compile %s shader for program %s\n",
shaderName, programName );
Com_Printf( "%s", log );
Com_Printf( "\n" );
}
qglDeleteObjectARB( shader );
return 0;
}
qglAttachObjectARB( program, shader );
return shader;
}
// ======================================================================================
#define MAX_DEFINES_FEATURES 255
static const glsl_feature_t glsl_features_empty[] =
{
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_generic[] =
{
{ GLSL_SHADER_COMMON_GREYSCALE, "#define APPLY_GREYSCALE\n", "_grey" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_material[] =
{
{ GLSL_SHADER_COMMON_GREYSCALE, "#define APPLY_GREYSCALE\n", "_grey" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS4, "#define NUM_BONE_INFLUENCES 4\n", "_bones4" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS3, "#define NUM_BONE_INFLUENCES 3\n", "_bones3" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS2, "#define NUM_BONE_INFLUENCES 2\n", "_bones2" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS1, "#define NUM_BONE_INFLUENCES 1\n", "_bones1" },
{ GLSL_SHADER_COMMON_RGB_GEN_ONE_MINUS_VERTEX, "#define APPLY_RGB_ONE_MINUS_VERTEX\n", "_c1-v" },
{ GLSL_SHADER_COMMON_RGB_GEN_CONST, "#define APPLY_RGB_CONST\n", "_cc" },
{ GLSL_SHADER_COMMON_RGB_GEN_VERTEX, "#define APPLY_RGB_VERTEX\n", "_cv" },
{ GLSL_SHADER_COMMON_RGB_DISTANCERAMP, "#define APPLY_RGB_DISTANCERAMP\n", "_rgb_dr" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_ONE_MINUS_VERTEX, "#define APPLY_ALPHA_ONE_MINUS_VERTEX\n", "_a1-v" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_VERTEX, "#define APPLY_ALPHA_VERTEX\n", "_av" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_CONST, "#define APPLY_ALPHA_CONST\n", "_ac" },
{ GLSL_SHADER_COMMON_ALPHA_DISTANCERAMP, "#define APPLY_ALPHA_DISTANCERAMP\n", "_alpha_dr" },
{ GLSL_SHADER_COMMON_FOG, "#define APPLY_FOG\n#define APPLY_FOG_IN 1\n", "_fog" },
{ GLSL_SHADER_COMMON_FOG_RGB, "#define APPLY_FOG_COLOR\n", "_rgb" },
{ GLSL_SHADER_COMMON_DLIGHTS_32, "#define NUM_DLIGHTS 32\n", "_dl32" },
{ GLSL_SHADER_COMMON_DLIGHTS_16, "#define NUM_DLIGHTS 16\n", "_dl16" },
{ GLSL_SHADER_COMMON_DLIGHTS_8, "#define NUM_DLIGHTS 8\n", "_dl8" },
{ GLSL_SHADER_COMMON_DLIGHTS_4, "#define NUM_DLIGHTS 4\n", "_dl4" },
{ GLSL_SHADER_COMMON_DRAWFLAT, "#define APPLY_DRAWFLAT\n", "_flat" },
{ GLSL_SHADER_COMMON_AUTOSPRITE, "#define APPLY_AUTOSPRITE\n", "" },
{ GLSL_SHADER_COMMON_AUTOSPRITE2, "#define APPLY_AUTOSPRITE2\n", "" },
{ GLSL_SHADER_COMMON_AUTOPARTICLE, "#define APPLY_AUTOSPRITE\n#define APPLY_AUTOPARTICLE\n", "" },
{ GLSL_SHADER_COMMON_INSTANCED_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n", "_instanced" },
{ GLSL_SHADER_COMMON_INSTANCED_ATTRIB_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n"
"#define APPLY_INSTANCED_ATTRIB_TRASNFORMS\n", "_instanced_va" },
{ GLSL_SHADER_MATERIAL_LIGHTSTYLE3, "#define NUM_LIGHTMAPS 4\n#define qf_lmvec23 vec4\n", "_ls3" },
{ GLSL_SHADER_MATERIAL_LIGHTSTYLE2, "#define NUM_LIGHTMAPS 3\n#define qf_lmvec23 vec2\n", "_ls2" },
{ GLSL_SHADER_MATERIAL_LIGHTSTYLE1, "#define NUM_LIGHTMAPS 2\n#define qf_lmvec01 vec4\n", "_ls1" },
{ GLSL_SHADER_MATERIAL_LIGHTSTYLE0, "#define NUM_LIGHTMAPS 1\n#define qf_lmvec01 vec2\n", "_ls0" },
{ GLSL_SHADER_MATERIAL_FB_LIGHTMAP, "#define APPLY_FBLIGHTMAP\n", "_fb" },
{ GLSL_SHADER_MATERIAL_DIRECTIONAL_LIGHT, "#define APPLY_DIRECTIONAL_LIGHT\n", "_dirlight" },
{ GLSL_SHADER_MATERIAL_SPECULAR, "#define APPLY_SPECULAR\n", "_gloss" },
{ GLSL_SHADER_MATERIAL_OFFSETMAPPING, "#define APPLY_OFFSETMAPPING\n", "_offmap" },
{ GLSL_SHADER_MATERIAL_RELIEFMAPPING, "#define APPLY_RELIEFMAPPING\n", "_relmap" },
{ GLSL_SHADER_MATERIAL_AMBIENT_COMPENSATION, "#define APPLY_AMBIENT_COMPENSATION\n", "_amb" },
{ GLSL_SHADER_MATERIAL_DECAL, "#define APPLY_DECAL\n", "_decal" },
{ GLSL_SHADER_MATERIAL_DECAL_ADD, "#define APPLY_DECAL_ADD\n", "_add" },
{ GLSL_SHADER_MATERIAL_BASETEX_ALPHA_ONLY, "#define APPLY_BASETEX_ALPHA_ONLY\n", "_alpha" },
{ GLSL_SHADER_MATERIAL_CELSHADING, "#define APPLY_CELSHADING\n", "_cel" },
{ GLSL_SHADER_MATERIAL_HALFLAMBERT, "#define APPLY_HALFLAMBERT\n", "_lambert" },
{ GLSL_SHADER_MATERIAL_ENTITY_DECAL, "#define APPLY_ENTITY_DECAL\n", "_decal2" },
{ GLSL_SHADER_MATERIAL_ENTITY_DECAL_ADD, "#define APPLY_ENTITY_DECAL_ADD\n", "_decal2_add" },
// doesn't make sense without APPLY_DIRECTIONAL_LIGHT
{ GLSL_SHADER_MATERIAL_DIRECTIONAL_LIGHT_MIX, "#define APPLY_DIRECTIONAL_LIGHT_MIX\n", "_mix" },
{ GLSL_SHADER_MATERIAL_DIRECTIONAL_LIGHT_FROM_NORMAL, "#define APPLY_DIRECTIONAL_LIGHT_FROM_NORMAL\n", "_normlight" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_distortion[] =
{
{ GLSL_SHADER_COMMON_GREYSCALE, "#define APPLY_GREYSCALE\n", "_grey" },
{ GLSL_SHADER_COMMON_RGB_GEN_ONE_MINUS_VERTEX, "#define APPLY_RGB_ONE_MINUS_VERTEX\n", "_c1-v" },
{ GLSL_SHADER_COMMON_RGB_GEN_CONST, "#define APPLY_RGB_CONST\n", "_cc" },
{ GLSL_SHADER_COMMON_RGB_GEN_VERTEX, "#define APPLY_RGB_VERTEX\n", "_cv" },
{ GLSL_SHADER_COMMON_RGB_DISTANCERAMP, "#define APPLY_RGB_DISTANCERAMP\n", "_rgb_dr" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_ONE_MINUS_VERTEX, "#define APPLY_ALPHA_ONE_MINUS_VERTEX\n", "_a1-v" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_CONST, "#define APPLY_ALPHA_CONST\n", "_ac" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_VERTEX, "#define APPLY_ALPHA_VERTEX\n", "_av" },
{ GLSL_SHADER_COMMON_ALPHA_DISTANCERAMP, "#define APPLY_ALPHA_DISTANCERAMP\n", "_alpha_dr" },
{ GLSL_SHADER_COMMON_AUTOSPRITE, "#define APPLY_AUTOSPRITE\n", "" },
{ GLSL_SHADER_COMMON_AUTOSPRITE2, "#define APPLY_AUTOSPRITE2\n", "" },
{ GLSL_SHADER_COMMON_AUTOPARTICLE, "#define APPLY_AUTOSPRITE\n#define APPLY_AUTOPARTICLE\n", "" },
{ GLSL_SHADER_COMMON_INSTANCED_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n", "_instanced" },
{ GLSL_SHADER_COMMON_INSTANCED_ATTRIB_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n"
"#define APPLY_INSTANCED_ATTRIB_TRASNFORMS\n", "_instanced_va" },
{ GLSL_SHADER_COMMON_FOG, "#define APPLY_FOG\n#define APPLY_FOG_IN 1\n", "_fog" },
{ GLSL_SHADER_COMMON_FOG_RGB, "#define APPLY_FOG_COLOR\n", "_rgb" },
{ GLSL_SHADER_DISTORTION_DUDV, "#define APPLY_DUDV\n", "_dudv" },
{ GLSL_SHADER_DISTORTION_EYEDOT, "#define APPLY_EYEDOT\n", "_eyedot" },
{ GLSL_SHADER_DISTORTION_DISTORTION_ALPHA, "#define APPLY_DISTORTION_ALPHA\n", "_alpha" },
{ GLSL_SHADER_DISTORTION_REFLECTION, "#define APPLY_REFLECTION\n", "_refl" },
{ GLSL_SHADER_DISTORTION_REFRACTION, "#define APPLY_REFRACTION\n", "_refr" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_rgbshadow[] =
{
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS4, "#define NUM_BONE_INFLUENCES 4\n", "_bones4" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS3, "#define NUM_BONE_INFLUENCES 3\n", "_bones3" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS2, "#define NUM_BONE_INFLUENCES 2\n", "_bones2" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS1, "#define NUM_BONE_INFLUENCES 1\n", "_bones1" },
{ GLSL_SHADER_COMMON_INSTANCED_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n", "_instanced" },
{ GLSL_SHADER_COMMON_INSTANCED_ATTRIB_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n#define APPLY_INSTANCED_ATTRIB_TRASNFORMS\n", "_instanced_va" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_shadowmap[] =
{
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS4, "#define NUM_BONE_INFLUENCES 4\n", "_bones4" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS3, "#define NUM_BONE_INFLUENCES 3\n", "_bones3" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS2, "#define NUM_BONE_INFLUENCES 2\n", "_bones2" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS1, "#define NUM_BONE_INFLUENCES 1\n", "_bones1" },
{ GLSL_SHADER_COMMON_INSTANCED_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n", "_instanced" },
{ GLSL_SHADER_COMMON_INSTANCED_ATTRIB_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n#define APPLY_INSTANCED_ATTRIB_TRASNFORMS\n", "_instanced_va" },
{ GLSL_SHADER_SHADOWMAP_DITHER, "#define APPLY_DITHER\n", "_dither" },
{ GLSL_SHADER_SHADOWMAP_PCF, "#define APPLY_PCF\n", "_pcf" },
{ GLSL_SHADER_SHADOWMAP_SHADOW2, "#define NUM_SHADOWS 2\n", "_2" },
{ GLSL_SHADER_SHADOWMAP_SHADOW3, "#define NUM_SHADOWS 3\n", "_3" },
{ GLSL_SHADER_SHADOWMAP_SHADOW4, "#define NUM_SHADOWS 4\n", "_4" },
{ GLSL_SHADER_SHADOWMAP_RGB_SHADOW, "#define APPLY_RGB_SHADOW\n", "_rgb" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_outline[] =
{
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS4, "#define NUM_BONE_INFLUENCES 4\n", "_bones4" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS3, "#define NUM_BONE_INFLUENCES 3\n", "_bones3" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS2, "#define NUM_BONE_INFLUENCES 2\n", "_bones2" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS1, "#define NUM_BONE_INFLUENCES 1\n", "_bones1" },
{ GLSL_SHADER_COMMON_RGB_GEN_CONST, "#define APPLY_RGB_CONST\n", "_cc" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_CONST, "#define APPLY_ALPHA_CONST\n", "_ac" },
{ GLSL_SHADER_COMMON_FOG, "#define APPLY_FOG\n#define APPLY_FOG_IN 1\n", "_fog" },
{ GLSL_SHADER_COMMON_INSTANCED_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n", "_instanced" },
{ GLSL_SHADER_COMMON_INSTANCED_ATTRIB_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n#define APPLY_INSTANCED_ATTRIB_TRASNFORMS\n", "_instanced_va" },
{ GLSL_SHADER_OUTLINE_OUTLINES_CUTOFF, "#define APPLY_OUTLINES_CUTOFF\n", "_outcut" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_dynamiclights[] =
{
{ GLSL_SHADER_COMMON_DLIGHTS_32, "#undef NUM_DLIGHTS\n#define NUM_DLIGHTS 32\n", "_dl32" },
{ GLSL_SHADER_COMMON_DLIGHTS_16, "#undef NUM_DLIGHTS\n#define NUM_DLIGHTS 16\n", "_dl16" },
{ GLSL_SHADER_COMMON_DLIGHTS_8, "#undef NUM_DLIGHTS\n#define NUM_DLIGHTS 8\n", "_dl8" },
{ GLSL_SHADER_COMMON_DLIGHTS_4, "#undef NUM_DLIGHTS\n#define NUM_DLIGHTS 4\n", "_dl4" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_q3a[] =
{
{ GLSL_SHADER_COMMON_GREYSCALE, "#define APPLY_GREYSCALE\n", "_grey" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS4, "#define NUM_BONE_INFLUENCES 4\n", "_bones4" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS3, "#define NUM_BONE_INFLUENCES 3\n", "_bones3" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS2, "#define NUM_BONE_INFLUENCES 2\n", "_bones2" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS1, "#define NUM_BONE_INFLUENCES 1\n", "_bones1" },
{ GLSL_SHADER_COMMON_RGB_GEN_ONE_MINUS_VERTEX, "#define APPLY_RGB_ONE_MINUS_VERTEX\n", "_c1-v" },
{ GLSL_SHADER_COMMON_RGB_GEN_CONST, "#define APPLY_RGB_CONST\n", "_cc" },
{ GLSL_SHADER_COMMON_RGB_GEN_VERTEX, "#define APPLY_RGB_VERTEX\n", "_cv" },
{ GLSL_SHADER_COMMON_RGB_DISTANCERAMP, "#define APPLY_RGB_DISTANCERAMP\n", "_rgb_dr" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_ONE_MINUS_VERTEX, "#define APPLY_ALPHA_ONE_MINUS_VERTEX\n", "_a1-v" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_CONST, "#define APPLY_ALPHA_CONST\n", "_ac" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_VERTEX, "#define APPLY_ALPHA_VERTEX\n", "_av" },
{ GLSL_SHADER_COMMON_ALPHA_DISTANCERAMP, "#define APPLY_ALPHA_DISTANCERAMP\n", "_alpha_dr" },
{ GLSL_SHADER_COMMON_FOG, "#define APPLY_FOG\n#define APPLY_FOG_IN 1\n", "_fog" },
{ GLSL_SHADER_COMMON_FOG_RGB, "#define APPLY_FOG_COLOR\n", "_rgb" },
{ GLSL_SHADER_COMMON_DLIGHTS_32, "#define NUM_DLIGHTS 32\n", "_dl32" },
{ GLSL_SHADER_COMMON_DLIGHTS_16, "#define NUM_DLIGHTS 16\n", "_dl16" },
{ GLSL_SHADER_COMMON_DLIGHTS_8, "#define NUM_DLIGHTS 8\n", "_dl8" },
{ GLSL_SHADER_COMMON_DLIGHTS_4, "#define NUM_DLIGHTS 4\n", "_dl4" },
{ GLSL_SHADER_COMMON_DRAWFLAT, "#define APPLY_DRAWFLAT\n", "_flat" },
{ GLSL_SHADER_COMMON_AUTOSPRITE, "#define APPLY_AUTOSPRITE\n", "" },
{ GLSL_SHADER_COMMON_AUTOSPRITE2, "#define APPLY_AUTOSPRITE2\n", "" },
{ GLSL_SHADER_COMMON_AUTOPARTICLE, "#define APPLY_AUTOSPRITE\n#define APPLY_AUTOPARTICLE\n", "" },
{ GLSL_SHADER_COMMON_INSTANCED_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n", "_instanced" },
{ GLSL_SHADER_COMMON_INSTANCED_ATTRIB_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n#define APPLY_INSTANCED_ATTRIB_TRASNFORMS\n", "_instanced_va" },
{ GLSL_SHADER_COMMON_SOFT_PARTICLE, "#define APPLY_SOFT_PARTICLE\n", "_sp" },
{ GLSL_SHADER_Q3_TC_GEN_REFLECTION, "#define APPLY_TC_GEN_REFLECTION\n", "_tc_refl" },
{ GLSL_SHADER_Q3_TC_GEN_PROJECTION, "#define APPLY_TC_GEN_PROJECTION\n", "_tc_proj" },
{ GLSL_SHADER_Q3_TC_GEN_ENV, "#define APPLY_TC_GEN_ENV\n", "_tc_env" },
{ GLSL_SHADER_Q3_TC_GEN_VECTOR, "#define APPLY_TC_GEN_VECTOR\n", "_tc_vec" },
{ GLSL_SHADER_Q3_LIGHTSTYLE3, "#define NUM_LIGHTMAPS 4\n#define qf_lmvec23 vec4\n", "_ls3" },
{ GLSL_SHADER_Q3_LIGHTSTYLE2, "#define NUM_LIGHTMAPS 3\n#define qf_lmvec23 vec2\n", "_ls2" },
{ GLSL_SHADER_Q3_LIGHTSTYLE1, "#define NUM_LIGHTMAPS 2\n#define qf_lmvec01 vec4\n", "_ls1" },
{ GLSL_SHADER_Q3_LIGHTSTYLE0, "#define NUM_LIGHTMAPS 1\n#define qf_lmvec01 vec2\n", "_ls0" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_celshade[] =
{
{ GLSL_SHADER_COMMON_GREYSCALE, "#define APPLY_GREYSCALE\n", "_grey" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS4, "#define NUM_BONE_INFLUENCES 4\n", "_bones4" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS3, "#define NUM_BONE_INFLUENCES 3\n", "_bones3" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS2, "#define NUM_BONE_INFLUENCES 2\n", "_bones2" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS1, "#define NUM_BONE_INFLUENCES 1\n", "_bones1" },
{ GLSL_SHADER_COMMON_AUTOSPRITE, "#define APPLY_AUTOSPRITE\n", "" },
{ GLSL_SHADER_COMMON_AUTOSPRITE2, "#define APPLY_AUTOSPRITE2\n", "" },
{ GLSL_SHADER_COMMON_AUTOPARTICLE, "#define APPLY_AUTOSPRITE\n#define APPLY_AUTOPARTICLE\n", "" },
{ GLSL_SHADER_COMMON_RGB_GEN_ONE_MINUS_VERTEX, "#define APPLY_RGB_ONE_MINUS_VERTEX\n", "_c1-v" },
{ GLSL_SHADER_COMMON_RGB_GEN_CONST, "#define APPLY_RGB_CONST\n", "_cc" },
{ GLSL_SHADER_COMMON_RGB_GEN_VERTEX, "#define APPLY_RGB_VERTEX\n", "_cv" },
{ GLSL_SHADER_COMMON_RGB_GEN_DIFFUSELIGHT, "#define APPLY_RGB_GEN_DIFFUSELIGHT\n", "_cl" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_ONE_MINUS_VERTEX, "#define APPLY_ALPHA_ONE_MINUS_VERTEX\n", "_a1-v" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_VERTEX, "#define APPLY_ALPHA_VERTEX\n", "_av" },
{ GLSL_SHADER_COMMON_ALPHA_GEN_CONST, "#define APPLY_ALPHA_CONST\n", "_ac" },
{ GLSL_SHADER_COMMON_FOG, "#define APPLY_FOG\n#define APPLY_FOG_IN 1\n", "_fog" },
{ GLSL_SHADER_COMMON_FOG_RGB, "#define APPLY_FOG_COLOR\n", "_rgb" },
{ GLSL_SHADER_COMMON_INSTANCED_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n", "_instanced" },
{ GLSL_SHADER_COMMON_INSTANCED_ATTRIB_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n#define APPLY_INSTANCED_ATTRIB_TRASNFORMS\n", "_instanced_va" },
{ GLSL_SHADER_CELSHADE_DIFFUSE, "#define APPLY_DIFFUSE\n", "_diff" },
{ GLSL_SHADER_CELSHADE_DECAL, "#define APPLY_DECAL\n", "_decal" },
{ GLSL_SHADER_CELSHADE_DECAL_ADD, "#define APPLY_DECAL_ADD\n", "_decal" },
{ GLSL_SHADER_CELSHADE_ENTITY_DECAL, "#define APPLY_ENTITY_DECAL\n", "_edecal" },
{ GLSL_SHADER_CELSHADE_ENTITY_DECAL_ADD, "#define APPLY_ENTITY_DECAL\n#define APPLY_ENTITY_DECAL_ADD\n", "_add" },
{ GLSL_SHADER_CELSHADE_STRIPES, "#define APPLY_STRIPES\n", "_stripes" },
{ GLSL_SHADER_CELSHADE_STRIPES_ADD, "#define APPLY_STRIPES_ADD\n", "_stripes_add" },
{ GLSL_SHADER_CELSHADE_CEL_LIGHT, "#define APPLY_CEL_LIGHT\n", "_light" },
{ GLSL_SHADER_CELSHADE_CEL_LIGHT_ADD, "#define APPLY_CEL_LIGHT\n#define APPLY_CEL_LIGHT_ADD\n", "_add" },
{ 0, NULL, NULL }
};
static const glsl_feature_t glsl_features_fog[] =
{
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS4, "#define NUM_BONE_INFLUENCES 4\n", "_bones4" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS3, "#define NUM_BONE_INFLUENCES 3\n", "_bones3" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS2, "#define NUM_BONE_INFLUENCES 2\n", "_bones2" },
{ GLSL_SHADER_COMMON_BONE_TRANSFORMS1, "#define NUM_BONE_INFLUENCES 1\n", "_bones1" },
{ GLSL_SHADER_COMMON_FOG, "#define APPLY_FOG\n", "_fog" },
{ GLSL_SHADER_COMMON_FOG_RGB, "#define APPLY_FOG_COLOR\n", "_rgb" },
{ GLSL_SHADER_COMMON_AUTOSPRITE, "#define APPLY_AUTOSPRITE\n", "" },
{ GLSL_SHADER_COMMON_AUTOSPRITE2, "#define APPLY_AUTOSPRITE2\n", "" },
{ GLSL_SHADER_COMMON_AUTOPARTICLE, "#define APPLY_AUTOSPRITE\n#define APPLY_AUTOPARTICLE\n", "" },
{ GLSL_SHADER_COMMON_INSTANCED_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n", "_instanced" },
{ GLSL_SHADER_COMMON_INSTANCED_ATTRIB_TRASNFORMS, "#define APPLY_INSTANCED_TRANSFORMS\n#define APPLY_INSTANCED_ATTRIB_TRASNFORMS\n", "_instanced_va" },
{ 0, NULL, NULL }
};
static const glsl_feature_t * const glsl_programtypes_features[] =
{
// GLSL_PROGRAM_TYPE_NONE
NULL,
// GLSL_PROGRAM_TYPE_MATERIAL
glsl_features_material,
// GLSL_PROGRAM_TYPE_DISTORTION
glsl_features_distortion,
// GLSL_PROGRAM_TYPE_RGB_SHADOW
glsl_features_rgbshadow,
// GLSL_PROGRAM_TYPE_SHADOWMAP
glsl_features_shadowmap,
// GLSL_PROGRAM_TYPE_OUTLINE
glsl_features_outline,
// GLSL_PROGRAM_TYPE_DYNAMIC_LIGHTS
glsl_features_dynamiclights,
// GLSL_PROGRAM_TYPE_Q3A_SHADER
glsl_features_q3a,
// GLSL_PROGRAM_TYPE_CELSHADE
glsl_features_celshade,
// GLSL_PROGRAM_TYPE_FOG
glsl_features_fog,
// GLSL_PROGRAM_TYPE_FXAA
glsl_features_empty,
// GLSL_PROGRAM_TYPE_YUV
glsl_features_empty,
};
// ======================================================================================
#ifndef STR_HELPER
#define STR_HELPER( s ) # s
#define STR_TOSTR( x ) STR_HELPER( x )
#endif
#define QF_GLSL_VERSION120 "" \
"#version 120\n"
#define QF_GLSL_VERSION130 "" \
"#version 130\n"
#define QF_GLSL_VERSION140 "" \
"#version 140\n"
#define QF_GLSL_ENABLE_ARB_DRAW_INSTACED "" \
"#extension GL_ARB_draw_instanced : enable\n"
#define QF_BUILTIN_GLSL_MACROS "" \
"#if !defined(myhalf)\n" \
"//#if !defined(__GLSL_CG_DATA_TYPES)\n" \
"#define myhalf float\n" \
"#define myhalf2 vec2\n" \
"#define myhalf3 vec3\n" \
"#define myhalf4 vec4\n" \
"//#else\n" \
"//#define myhalf half\n" \
"//#define myhalf2 half2\n" \
"//#define myhalf3 half3\n" \
"//#define myhalf4 half4\n" \
"//#endif\n" \
"#endif\n" \
"\n" \
"#if QF_GLSL_VERSION >= 130\n" \
" precision highp float;\n" \
"\n" \
"# ifdef VERTEX_SHADER\n" \
" out myhalf4 qf_FrontColor;\n" \
"# define qf_varying out\n" \
"# define qf_attribute in\n" \
"# endif\n" \
"# ifdef FRAGMENT_SHADER\n" \
" in myhalf4 qf_FrontColor;\n" \
" out myhalf4 qf_FragColor;\n" \
"# define qf_varying in\n" \
"# define qf_attribute in\n" \
"# endif\n" \
"\n" \
"# define qf_texture texture\n" \
"# define qf_textureCube texture\n" \
"# define qf_textureLod textureLod\n" \
"# define qf_textureOffset(a,b,c,d) textureOffset(a,b,ivec2(c,d))\n" \
"# define qf_shadow texture\n" \
"#else\n" \
"# ifdef VERTEX_SHADER\n" \
"# define qf_FrontColor gl_FrontColor\n" \
"# define qf_varying varying\n" \
"# define qf_attribute attribute\n" \
"# endif\n" \
"\n" \
"# ifdef FRAGMENT_SHADER\n" \
"# define qf_FrontColor gl_Color\n" \
"# define qf_FragColor gl_FragColor\n" \
"# define qf_varying varying\n" \
"# define qf_attribute attribute\n" \
"# endif\n" \
"# define qf_texture texture2D\n" \
"# define qf_textureLod texture2DLod\n" \
"# define qf_textureCube textureCube\n" \
"# define qf_textureOffset(a,b,c,d) texture2DOffset(a,b,ivec2(c,d))\n" \
"# define qf_shadow shadow2D\n" \
"#endif\n" \
"\n"
#define QF_GLSL_PI "" \
"#ifndef M_PI\n" \
"#define M_PI 3.14159265358979323846\n" \
"#endif\n" \
"#ifndef M_TWOPI\n" \
"#define M_TWOPI 6.28318530717958647692\n" \
"#endif\n"
#define QF_BUILTIN_GLSL_CONSTANTS \
QF_GLSL_PI \
"\n" \
"#ifndef MAX_UNIFORM_BONES\n" \
"#define MAX_UNIFORM_BONES " STR_TOSTR( MAX_GLSL_UNIFORM_BONES ) "\n" \
"#endif\n" \
"\n" \
"#ifndef MAX_UNIFORM_INSTANCES\n" \
"#define MAX_UNIFORM_INSTANCES " STR_TOSTR( MAX_GLSL_UNIFORM_INSTANCES ) "\n" \
"#endif\n"
#define QF_BUILTIN_GLSL_UNIFORMS \
"uniform vec3 u_QF_ViewOrigin;\n" \
"uniform mat3 u_QF_ViewAxis;\n" \
"uniform float u_QF_MirrorSide;\n" \
"uniform vec3 u_QF_EntityOrigin;\n" \
"uniform float u_QF_ShaderTime;\n"
#define QF_GLSL_WAVEFUNCS \
"\n" \
QF_GLSL_PI \
"\n" \
"#ifndef WAVE_SIN\n" \
"float QF_WaveFunc_Sin(float x)\n" \
"{\n" \
"x -= floor(x);\n" \
"return sin(x * M_TWOPI);\n" \
"}\n" \
"float QF_WaveFunc_Triangle(float x)\n" \
"{\n" \
"x -= floor(x);\n" \
"return step(x, 0.25) * x * 4.0 + (2.0 - 4.0 * step(0.25, x) * step(x, 0.75) * x) + ((step(0.75, x) * x - 0.75) * 4.0 - 1.0);\n" \
"}\n" \
"float QF_WaveFunc_Square(float x)\n" \
"{\n" \
"x -= floor(x);\n" \
"return step(x, 0.5) * 2.0 - 1.0;\n" \
"}\n" \
"float QF_WaveFunc_Sawtooth(float x)\n" \
"{\n" \
"x -= floor(x);\n" \
"return x;\n" \
"}\n" \
"float QF_QF_WaveFunc_InverseSawtooth(float x)\n" \
"{\n" \
"x -= floor(x);\n" \
"return 1.0 - x;\n" \
"}\n" \
"\n" \
"#define WAVE_SIN(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sin((phase)+(time)*(freq))))\n" \
"#define WAVE_TRIANGLE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Triangle((phase)+(time)*(freq))))\n" \
"#define WAVE_SQUARE(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Square((phase)+(time)*(freq))))\n" \
"#define WAVE_SAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_WaveFunc_Sawtooth((phase)+(time)*(freq))))\n" \
"#define WAVE_INVERSESAWTOOTH(time,base,amplitude,phase,freq) (((base)+(amplitude)*QF_QF_WaveFunc_InverseSawtooth((phase)+(time)*(freq))))\n" \
"#endif\n" \
"\n"
#define QF_DUAL_QUAT_TRANSFORM_OVERLOAD "" \
"#if defined(DUAL_QUAT_TRANSFORM_NORMALS)\n" \
"#if defined(DUAL_QUAT_TRANSFORM_TANGENT)\n" \
"void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal, inout vec3 Tangent)\n" \
"#else\n" \
"void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position, inout vec3 Normal)\n" \
"#endif\n" \
"#else\n" \
"void QF_VertexDualQuatsTransform(const int numWeights, inout vec4 Position)\n" \
"#endif\n" \
"{\n" \
"int index;\n" \
"vec4 Indices = a_BonesIndices;\n" \
"vec4 Weights = a_BonesWeights;\n" \
"vec4 Indices_2 = Indices * 2.0;\n" \
"vec4 DQReal, DQDual;\n" \
"\n" \
"index = int(Indices_2.x);\n" \
"DQReal = u_QF_DualQuats[index+0];\n" \
"DQDual = u_QF_DualQuats[index+1];\n" \
"\n" \
"if (numWeights > 1)\n" \
"{\n" \
"DQReal *= Weights.x;\n" \
"DQDual *= Weights.x;\n" \
"\n" \
"vec4 DQReal1, DQDual1;\n" \
"float scale;\n" \
"\n" \
"index = int(Indices_2.y);\n" \
"DQReal1 = u_QF_DualQuats[index+0];\n" \
"DQDual1 = u_QF_DualQuats[index+1];\n" \
"// antipodality handling\n" \
"scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.y;\n" \
"DQReal += DQReal1 * scale;\n" \
"DQDual += DQDual1 * scale;\n" \
"\n" \
"if (numWeights > 2)\n" \
"{\n" \
"index = int(Indices_2.z);\n" \
"DQReal1 = u_QF_DualQuats[index+0];\n" \
"DQDual1 = u_QF_DualQuats[index+1];\n" \
"// antipodality handling\n" \
"scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.z;\n" \
"DQReal += DQReal1 * scale;\n" \
"DQDual += DQDual1 * scale;\n" \
"\n" \
"if (numWeights > 3)\n" \
"{\n" \
"index = int(Indices_2.w);\n" \
"DQReal1 = u_QF_DualQuats[index+0];\n" \
"DQDual1 = u_QF_DualQuats[index+1];\n" \
"// antipodality handling\n" \
"scale = (dot(DQReal1, DQReal) < 0.0 ? -1.0 : 1.0) * Weights.w;\n" \
"DQReal += DQReal1 * scale;\n" \
"DQDual += DQDual1 * scale;\n" \
"}\n" \
"}\n" \
"}\n" \
"\n" \
"float len = length(DQReal);\n" \
"DQReal /= len;\n" \
"DQDual /= len;\n" \
"\n" \
"Position.xyz = (cross(DQReal.xyz, cross(DQReal.xyz, Position.xyz) + Position.xyz*DQReal.w + DQDual.xyz) + " \
"DQDual.xyz*DQReal.w - DQReal.xyz*DQDual.w)*2.0 + Position.xyz;\n" \
"\n" \
"#ifdef DUAL_QUAT_TRANSFORM_NORMALS\n" \
"Normal = cross(DQReal.xyz, cross(DQReal.xyz, Normal) + Normal*DQReal.w)*2.0 + Normal;\n" \
"#endif\n" \
"\n" \
"#ifdef DUAL_QUAT_TRANSFORM_TANGENT\n" \
"Tangent = cross(DQReal.xyz, cross(DQReal.xyz, Tangent) + Tangent*DQReal.w)*2.0 + Tangent;\n" \
"#endif\n" \
"}\n"
// #version 130+
#define QF_GLSL_DUAL_QUAT_TRANSFORMS \
"#ifdef VERTEX_SHADER\n" \
"attribute vec4 a_BonesIndices;\n" \
"attribute vec4 a_BonesWeights;\n" \
"\n" \
"uniform vec4 u_QF_DualQuats[MAX_UNIFORM_BONES*2];\n" \
"\n" \
QF_DUAL_QUAT_TRANSFORM_OVERLOAD \
"\n" \
"// use defines to overload the transform function\n" \
"\n" \
"#define DUAL_QUAT_TRANSFORM_NORMALS\n" \
QF_DUAL_QUAT_TRANSFORM_OVERLOAD \
"\n" \
"#define DUAL_QUAT_TRANSFORM_TANGENT\n" \
QF_DUAL_QUAT_TRANSFORM_OVERLOAD \
"\n" \
"#endif\n"
#define QF_GLSL_INSTANCED_TRASFORMS \
"#ifdef VERTEX_SHADER\n" \
"#ifdef APPLY_INSTANCED_ATTRIB_TRASNFORMS\n" \
"attribute vec4 a_InstanceQuat;\n" \
"attribute vec4 a_InstancePosAndScale;\n" \
"#elif defined(GL_ARB_draw_instanced)\n" \
"\n" \
"uniform vec4 u_QF_InstancePoints[MAX_UNIFORM_INSTANCES*2];\n" \
"\n" \
"#define a_InstanceQuat u_QF_InstancePoints[gl_InstanceID*2]\n" \
"#define a_InstancePosAndScale u_QF_InstancePoints[gl_InstanceID*2+1]\n" \
"#else\n" \
"uniform vec4 u_QF_InstancePoints[2];\n" \
"#define a_InstanceQuat u_QF_InstancePoints[0]\n" \
"#define a_InstancePosAndScale u_QF_InstancePoints[1]\n" \
"#endif\n" \
"\n" \
"void QF_InstancedTransform(inout vec4 Position, inout vec3 Normal)\n" \
"{\n" \
"Position.xyz = (cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Position.xyz) + " \
"Position.xyz*a_InstanceQuat.w)*2.0 + Position.xyz) *\n" \
" a_InstancePosAndScale.w + a_InstancePosAndScale.xyz;\n" \
"Normal = cross(a_InstanceQuat.xyz, cross(a_InstanceQuat.xyz, Normal) + Normal*a_InstanceQuat.w)*2.0 + Normal;\n" \
"}\n" \
"\n" \
"#endif\n"
#define QF_GLSL_MATH \
"#define QF_LatLong2Norm(ll) vec3(cos((ll).y) * sin((ll).x), sin((ll).y) * sin((ll).x), cos((ll).x))\n" \
"\n"
/*
* R_GLSLBuildDeformv
*
* Converts some of the Q3A vertex deforms to a GLSL vertex shader.
* Supported deforms are: wave, move, bulge.
* NOTE: Autosprite deforms can only be performed in a geometry shader.
* NULL is returned in case an unsupported deform is passed.
*/
static const char *R_GLSLBuildDeformv( const deformv_t *deformv, int numDeforms )
{
int i;
int funcType;
static char program[40*1024];
static const char * const funcs[] = {
NULL, "WAVE_SIN", "WAVE_TRIANGLE", "WAVE_SQUARE", "WAVE_SAWTOOTH", "WAVE_INVERSESAWTOOTH", NULL
};
static const int numSupportedFuncs = sizeof( funcs ) / sizeof( funcs[0] ) - 1;
if( !numDeforms ) {