From: divverent Date: Thu, 14 Oct 2010 06:14:59 +0000 (+0000) Subject: add back VorteX's "lightweight shader parameter" system, but have it detect cvar... X-Git-Tag: xonotic-v0.1.0preview~121 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=729775af6ae83260a73605d915f64db8580af113;p=xonotic%2Fdarkplaces.git add back VorteX's "lightweight shader parameter" system, but have it detect cvar changes and recompile all glsl shaders if any changed so these can be changed at runtime still git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10532 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=fe0ac517fba262e817ecc5f06e077ad34b634057 --- diff --git a/gl_rmain.c b/gl_rmain.c index 9a4eda53..d31d4d2b 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -185,6 +185,7 @@ cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspectiv cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"}; cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"}; +cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"}; cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"}; @@ -743,8 +744,16 @@ static const char *builtinshaderstring = "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n" -" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" -" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" +" // 'vampire sight' effect, wheres red is compensated\n" +" #ifdef SATURATION_REDCOMPENSATE\n" +" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" +" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" +" gl_FragColor.r += rboost;\n" +" #else\n" +" // normal desaturation\n" +" //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n" +" gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" +" #endif\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" @@ -2030,8 +2039,16 @@ const char *builtincgshaderstring = "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" -" //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" -" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" +" // 'vampire sight' effect, wheres red is compensated\n" +" #ifdef SATURATION_REDCOMPENSATE\n" +" float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n" +" gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" +" gl_FragColor.r += r;\n" +" #else\n" +" // normal desaturation\n" +" //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" +" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" +" #endif\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" @@ -3609,6 +3626,47 @@ r_glsl_permutation_t; #define SHADERPERMUTATION_HASHSIZE 256 + +// non-degradable "lightweight" shader parameters to keep the permutations simpler +// these can NOT degrade! only use for simple stuff +enum +{ + SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0 +}; +#define SHADERSTATICPARMS_COUNT 1 + +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)) +qboolean R_CompileShader_CheckStaticParms(void) +{ + static int r_compileshader_staticparms_save[1]; + memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms)); + memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms)); + + // detect all + if (r_glsl_saturation_redcompensate.integer) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE); + + return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)); +} + +#define R_COMPILESHADER_STATICPARM_EMIT(p, n) \ + if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \ + shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \ + else \ + shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n" +void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) +{ + shaderstaticparms_count = 0; + + // emit all + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE"); +} + + /// information about each possible shader permutation r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; /// currently selected permutation @@ -3674,14 +3732,14 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode { int i; shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode; + char *vertexstring, *geometrystring, *fragmentstring; + char permutationname[256]; int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; - char *vertexstring, *geometrystring, *fragmentstring; - const char *vertstrings_list[32+3]; - const char *geomstrings_list[32+3]; - const char *fragstrings_list[32+3]; - char permutationname[256]; + const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; if (p->compiled) return; @@ -3697,9 +3755,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode // the first pretext is which type of shader to compile as // (later these will all be bound together as a program object) - vertstrings_count = 0; - geomstrings_count = 0; - fragstrings_count = 0; vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; @@ -3729,6 +3784,15 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode } } + // add static parms + R_CompileShader_AddStaticParms(mode, permutation); + memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + vertstrings_count += shaderstaticparms_count; + memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + geomstrings_count += shaderstaticparms_count; + memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + fragstrings_count += shaderstaticparms_count; + // now append the shader text itself vertstrings_list[vertstrings_count++] = vertexstring; geomstrings_list[geomstrings_count++] = geometrystring; @@ -4105,18 +4169,22 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un { int i; shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode; - int vertstrings_count = 0, vertstring_length = 0; - int geomstrings_count = 0, geomstring_length = 0; - int fragstrings_count = 0, fragstring_length = 0; + int vertstring_length = 0; + int geomstring_length = 0; + int fragstring_length = 0; + char *t; char *vertexstring, *geometrystring, *fragmentstring; - const char *vertstrings_list[32+3]; - const char *geomstrings_list[32+3]; - const char *fragstrings_list[32+3]; char *vertstring, *geomstring, *fragstring; char permutationname[256]; char cachename[256]; CGprofile vertexProfile; CGprofile fragmentProfile; + int vertstrings_count = 0; + int geomstrings_count = 0; + int fragstrings_count = 0; + const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; if (p->compiled) return; @@ -4168,6 +4236,12 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un // add static parms R_CompileShader_AddStaticParms(mode, permutation); + memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + vertstrings_count += shaderstaticparms_count; + memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + geomstrings_count += shaderstaticparms_count; + memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count); + fragstrings_count += shaderstaticparms_count; // replace spaces in the cachename with _ characters for (i = 0;cachename[i];i++) @@ -6722,6 +6796,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_test); Cvar_RegisterVariable(&r_batchmode); Cvar_RegisterVariable(&r_glsl_saturation); + Cvar_RegisterVariable(&r_glsl_saturation_redcompensate); Cvar_RegisterVariable(&r_framedatasize); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); @@ -8728,6 +8803,9 @@ void R_RenderView(void) r_textureframe++; // used only by R_GetCurrentTexture rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity + if(R_CompileShader_CheckStaticParms()) + R_GLSL_Restart_f(); + if (!r_drawentities.integer) r_refdef.scene.numentities = 0;