- Add new material shader entries for specular and PBR light modes

This commit is contained in:
Magnus Norddahl 2018-01-21 01:53:44 +01:00
commit 0f69778e23
4 changed files with 45 additions and 35 deletions

View file

@ -325,9 +325,10 @@ bool FShader::Bind()
//
//==========================================================================
FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, bool usediscard, EPassType passType)
FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderPath, const char *shaderdefines, bool usediscard, EPassType passType)
{
FString defines;
defines += shaderdefines;
// this can't be in the shader code due to ATI strangeness.
if (gl.MaxLights() == 128) defines += "#define MAXLIGHTS128\n";
if (!usediscard) defines += "#define NO_ALPHATEST\n";
@ -374,24 +375,29 @@ struct FDefaultShader
{
const char * ShaderName;
const char * gettexelfunc;
const char * Defines;
};
// Note: the ShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
// Note: the MaterialShaderIndex enum in gl_shader.h needs to be updated whenever this array is modified.
static const FDefaultShader defaultshaders[]=
{
{"Default", "shaders/glsl/func_normal.fp"},
{"Warp 1", "shaders/glsl/func_warp1.fp"},
{"Warp 2", "shaders/glsl/func_warp2.fp"},
{"Brightmap","shaders/glsl/func_brightmap.fp"},
{"No Texture", "shaders/glsl/func_notexture.fp"},
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp"},
{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp"},
{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp"},
{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp"},
{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp"},
{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp"},
{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp"},
{NULL,NULL}
{"Default", "shaders/glsl/func_normal.fp", ""},
{"Warp 1", "shaders/glsl/func_warp1.fp", ""},
{"Warp 2", "shaders/glsl/func_warp2.fp", ""},
{"Brightmap","shaders/glsl/func_brightmap.fp", ""},
{"Specular","shaders/glsl/func_normal.fp", "#define SPECULAR\n"},
{"SpecularBrightmap","shaders/glsl/func_brightmap.fp", "#define SPECULAR\n"},
{"PBR","shaders/glsl/func_normal.fp", "#define PBR\n"},
{"PBRBrightmap","shaders/glsl/func_brightmap.fp", "#define PBR\n"},
{"No Texture", "shaders/glsl/func_notexture.fp", ""},
{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", ""},
{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", ""},
{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", ""},
{"Translucent Fuzz", "shaders/glsl/fuzz_smoothtranslucent.fp", ""},
{"Jagged Fuzz", "shaders/glsl/fuzz_jagged.fp", ""},
{"Noise Fuzz", "shaders/glsl/fuzz_noise.fp", ""},
{"Smooth Noise Fuzz", "shaders/glsl/fuzz_smoothnoise.fp", ""},
{NULL,NULL,NULL}
};
static TArray<FString> usershaders;
@ -530,11 +536,11 @@ void FShaderCollection::CompileShaders(EPassType passType)
for(int i=0;defaultshaders[i].ShaderName != NULL;i++)
{
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, true, passType);
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].Defines, true, passType);
mMaterialShaders.Push(shc);
if (i <= SHADER_Brightmap)
if (i < SHADER_NoTexture)
{
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, false, passType);
FShader *shc = Compile(defaultshaders[i].ShaderName, defaultshaders[i].gettexelfunc, defaultshaders[i].Defines, false, passType);
mMaterialShadersNAT.Push(shc);
}
}
@ -544,7 +550,7 @@ void FShaderCollection::CompileShaders(EPassType passType)
FString name = ExtractFileBase(usershaders[i]);
FName sfn = name;
FShader *shc = Compile(sfn, usershaders[i], true, passType);
FShader *shc = Compile(sfn, usershaders[i], "", true, passType);
mMaterialShaders.Push(shc);
}