Open Source Tomb Raider Engine
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Shader.cpp 14KB

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  1. /*!
  2. * \file src/system/Shader.cpp
  3. * \brief OpenGL Shader Implementation
  4. *
  5. * \author xythobuz
  6. */
  7. #include "global.h"
  8. #include "Log.h"
  9. #include "system/Window.h"
  10. #include "system/Shader.h"
  11. ShaderBuffer::~ShaderBuffer() {
  12. if (created)
  13. glDeleteBuffers(1, &buffer);
  14. }
  15. void ShaderBuffer::bufferData(int elem, int size, void* data) {
  16. if (!created) {
  17. glGenBuffers(1, &buffer);
  18. created = true;
  19. }
  20. boundSize = elem;
  21. glBindBuffer(GL_ARRAY_BUFFER, buffer);
  22. glBufferData(GL_ARRAY_BUFFER, elem * size, data, GL_STATIC_DRAW);
  23. }
  24. void ShaderBuffer::bindBuffer() {
  25. if (!created) {
  26. glGenBuffers(1, &buffer);
  27. created = true;
  28. }
  29. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
  30. }
  31. void ShaderBuffer::bindBuffer(int location, int size) {
  32. if (!created) {
  33. glGenBuffers(1, &buffer);
  34. created = true;
  35. }
  36. glEnableVertexAttribArray(location);
  37. glBindBuffer(GL_ARRAY_BUFFER, buffer);
  38. glVertexAttribPointer(location, size, GL_FLOAT, GL_FALSE, 0, nullptr);
  39. }
  40. void ShaderBuffer::unbind(int location) {
  41. assert(created == true);
  42. glDisableVertexAttribArray(location);
  43. }
  44. // ----------------------------------------------------------------------------
  45. ShaderTexture::ShaderTexture(int w, int h) : width(w), height(h) {
  46. glGenFramebuffers(1, &framebuffer);
  47. bind();
  48. texture = TextureManager::loadBufferSlot(nullptr, width, height, ColorMode::RGBA,
  49. 32, TextureStorage::SYSTEM, -1, false);
  50. glGenRenderbuffers(1, &depth);
  51. glBindRenderbuffer(GL_RENDERBUFFER, depth);
  52. glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
  53. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
  54. glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
  55. TextureManager::getTextureID(texture, TextureStorage::SYSTEM), 0);
  56. GLenum drawBuffer = GL_COLOR_ATTACHMENT0;
  57. glDrawBuffers(1, &drawBuffer);
  58. assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
  59. }
  60. ShaderTexture::~ShaderTexture() {
  61. glDeleteRenderbuffers(1, &depth);
  62. glDeleteFramebuffers(1, &framebuffer);
  63. //! \fixme free texture slot
  64. }
  65. void ShaderTexture::clear() {
  66. bind();
  67. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  68. }
  69. void ShaderTexture::bind() {
  70. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  71. glViewport(0, 0, width, height);
  72. }
  73. // ----------------------------------------------------------------------------
  74. Shader::~Shader() {
  75. if (programID >= 0)
  76. glDeleteProgram(programID);
  77. }
  78. int Shader::addUniform(const char* name) {
  79. assert(programID >= 0);
  80. int r = glGetUniformLocation(programID, name);
  81. if (r < 0) {
  82. Log::get(LOG_ERROR) << "Can't find GLSL Uniform \"" << name << "\"!" << Log::endl;
  83. return -1;
  84. }
  85. uniforms.push_back(r);
  86. return uniforms.size() - 1;
  87. }
  88. unsigned int Shader::getUniform(int n) {
  89. assert(n >= 0);
  90. assert(n < uniforms.size());
  91. return uniforms.at(n);
  92. }
  93. void Shader::loadUniform(int uni, glm::vec2 vec) {
  94. glUniform2f(getUniform(uni), vec.x, vec.y);
  95. }
  96. void Shader::loadUniform(int uni, glm::vec4 vec) {
  97. glUniform4f(getUniform(uni), vec.r, vec.g, vec.b, vec.a);
  98. }
  99. void Shader::loadUniform(int uni, glm::mat4 mat) {
  100. glUniformMatrix4fv(getUniform(uni), 1, GL_FALSE, &mat[0][0]);
  101. }
  102. void Shader::loadUniform(int uni, int texture, TextureStorage store) {
  103. glUniform1i(getUniform(uni), TextureManager::bindTexture(texture, store));
  104. }
  105. void Shader::use() {
  106. assert(programID >= 0);
  107. glUseProgram(programID);
  108. }
  109. int Shader::compile(const char* vertex, const char* fragment) {
  110. assert(vertex != nullptr);
  111. assert(fragment != nullptr);
  112. GLuint vertexID = glCreateShader(GL_VERTEX_SHADER);
  113. GLuint fragmentID = glCreateShader(GL_FRAGMENT_SHADER);
  114. GLint result = GL_FALSE;
  115. GLint logLength = 0;
  116. // Compile vertex shader
  117. glShaderSource(vertexID, 1, &vertex, nullptr);
  118. glCompileShader(vertexID);
  119. // Check vertex shader
  120. glGetShaderiv(vertexID, GL_COMPILE_STATUS, &result);
  121. glGetShaderiv(vertexID, GL_INFO_LOG_LENGTH, &logLength);
  122. if ((logLength > 0) && (result != GL_TRUE)) {
  123. std::vector<char> message(logLength + 1);
  124. glGetShaderInfoLog(vertexID, logLength, nullptr, &message[0]);
  125. Log::get(LOG_ERROR) << "Vertex Shader compilation error:" << Log::endl;
  126. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  127. glDeleteShader(vertexID);
  128. glDeleteShader(fragmentID);
  129. return -1;
  130. }
  131. // Compile fragment shader
  132. glShaderSource(fragmentID, 1, &fragment, nullptr);
  133. glCompileShader(fragmentID);
  134. // Check fragment shader
  135. glGetShaderiv(fragmentID, GL_COMPILE_STATUS, &result);
  136. glGetShaderiv(fragmentID, GL_INFO_LOG_LENGTH, &logLength);
  137. if ((logLength > 0) && (result != GL_TRUE)) {
  138. std::vector<char> message(logLength + 1);
  139. glGetShaderInfoLog(fragmentID, logLength, nullptr, &message[0]);
  140. Log::get(LOG_ERROR) << "Fragment Shader compilation error:" << Log::endl;
  141. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  142. glDeleteShader(vertexID);
  143. glDeleteShader(fragmentID);
  144. return -2;
  145. }
  146. // Link both shaders
  147. programID = glCreateProgram();
  148. glAttachShader(programID, vertexID);
  149. glAttachShader(programID, fragmentID);
  150. glLinkProgram(programID);
  151. // Check resulting program
  152. glGetProgramiv(programID, GL_LINK_STATUS, &result);
  153. glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
  154. if ((logLength > 0) && (result != GL_TRUE)) {
  155. std::vector<char> message(logLength + 1);
  156. glGetProgramInfoLog(programID, logLength, nullptr, &message[0]);
  157. Log::get(LOG_ERROR) << "Shader link error:" << Log::endl;
  158. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  159. glDeleteShader(vertexID);
  160. glDeleteShader(fragmentID);
  161. glDeleteProgram(programID);
  162. return -3;
  163. }
  164. glDeleteShader(vertexID);
  165. glDeleteShader(fragmentID);
  166. return programID;
  167. }
  168. // ----------------------------------------------------------------------------
  169. Shader Shader::textShader;
  170. Shader Shader::textureShader;
  171. Shader Shader::colorShader;
  172. unsigned int Shader::vertexArrayID = 0;
  173. int Shader::initialize() {
  174. Log::get(LOG_DEBUG) << "GL Ven.: " << glGetString(GL_VENDOR) << Log::endl;
  175. Log::get(LOG_DEBUG) << "GL Ren.: " << glGetString(GL_RENDERER) << Log::endl;
  176. Log::get(LOG_DEBUG) << "GL Ver.: " << glGetString(GL_VERSION) << Log::endl;
  177. Log::get(LOG_DEBUG) << "GLSL V.: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << Log::endl;
  178. glGenVertexArrays(1, &vertexArrayID);
  179. glBindVertexArray(vertexArrayID);
  180. // Set background color
  181. glClearColor(0.0f, 0.0f, 0.4f, 1.0f);
  182. set2DState(false);
  183. glDepthFunc(GL_LESS);
  184. glEnable(GL_BLEND);
  185. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  186. glPointSize(5.0f);
  187. if (textShader.compile(textShaderVertex, textShaderFragment) < 0)
  188. return -1;
  189. if (textShader.addUniform("screen") < 0)
  190. return -2;
  191. if (textShader.addUniform("textureSampler") < 0)
  192. return -3;
  193. if (textShader.addUniform("colorVar") < 0)
  194. return -4;
  195. if (textureShader.compile(textureShaderVertex, textureShaderFragment) < 0)
  196. return -5;
  197. if (textureShader.addUniform("MVP") < 0)
  198. return -6;
  199. if (textureShader.addUniform("textureSampler") < 0)
  200. return -7;
  201. if (colorShader.compile(colorShaderVertex, colorShaderFragment) < 0)
  202. return -8;
  203. if (colorShader.addUniform("MVP") < 0)
  204. return -9;
  205. return 0;
  206. }
  207. void Shader::shutdown() {
  208. glDeleteVertexArrays(1, &vertexArrayID);
  209. }
  210. void Shader::set2DState(bool on, bool depth) {
  211. if (on) {
  212. glDisable(GL_CULL_FACE);
  213. if (depth)
  214. glDisable(GL_DEPTH_TEST);
  215. } else {
  216. glEnable(GL_CULL_FACE);
  217. if (depth)
  218. glEnable(GL_DEPTH_TEST);
  219. }
  220. }
  221. void Shader::drawGL(ShaderBuffer& vertices, ShaderBuffer& uvs, glm::vec4 color,
  222. unsigned int texture, TextureStorage store, unsigned int mode,
  223. ShaderTexture* target, Shader& shader) {
  224. assert(vertices.getSize() == uvs.getSize());
  225. if (mode == GL_TRIANGLES) {
  226. assert((vertices.getSize() % 3) == 0);
  227. }
  228. if (target == nullptr) {
  229. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  230. glViewport(0, 0, Window::getSize().x, Window::getSize().y);
  231. } else {
  232. target->bind();
  233. }
  234. shader.use();
  235. shader.loadUniform(0, Window::getSize());
  236. shader.loadUniform(1, texture, store);
  237. shader.loadUniform(2, color);
  238. vertices.bindBuffer(0, 2);
  239. uvs.bindBuffer(1, 2);
  240. set2DState(true);
  241. glDrawArrays(mode, 0, vertices.getSize());
  242. set2DState(false);
  243. vertices.unbind(0);
  244. uvs.unbind(1);
  245. }
  246. void Shader::drawGL(ShaderBuffer& vertices, ShaderBuffer& uvs, unsigned int texture,
  247. glm::mat4 MVP, TextureStorage store, ShaderTexture* target,
  248. Shader& shader) {
  249. assert(vertices.getSize() == uvs.getSize());
  250. assert((vertices.getSize() % 3) == 0);
  251. if (target == nullptr) {
  252. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  253. glViewport(0, 0, Window::getSize().x, Window::getSize().y);
  254. } else {
  255. target->bind();
  256. }
  257. shader.use();
  258. shader.loadUniform(0, MVP);
  259. shader.loadUniform(1, texture, store);
  260. vertices.bindBuffer(0, 3);
  261. uvs.bindBuffer(1, 2);
  262. glDrawArrays(GL_TRIANGLES, 0, vertices.getSize());
  263. vertices.unbind(0);
  264. uvs.unbind(1);
  265. }
  266. void Shader::drawGL(ShaderBuffer& vertices, ShaderBuffer& uvs, ShaderBuffer& indices,
  267. unsigned int texture, glm::mat4 MVP, TextureStorage store,
  268. ShaderTexture* target, Shader& shader) {
  269. assert(vertices.getSize() == uvs.getSize());
  270. assert((indices.getSize() % 3) == 0);
  271. if (target == nullptr) {
  272. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  273. glViewport(0, 0, Window::getSize().x, Window::getSize().y);
  274. } else {
  275. target->bind();
  276. unsigned int sz = vertices.getSize();
  277. glm::vec3* buffer = new glm::vec3[sz];
  278. glBindBuffer(GL_ARRAY_BUFFER, vertices.getBuffer());
  279. glGetBufferSubData(GL_ARRAY_BUFFER, 0, sz * sizeof(glm::vec3), buffer);
  280. Log::get(LOG_DEBUG) << "drawGL Vertex dump:" << Log::endl;
  281. for (unsigned int i = 0; i < sz; i++) {
  282. glm::vec4 tmp(buffer[i], 1.0f);
  283. tmp = MVP * tmp;
  284. glm::vec3 res(tmp.x, tmp.y, tmp.z);
  285. Log::get(LOG_DEBUG) << buffer[i] << " -> " << res << Log::endl;
  286. }
  287. delete [] buffer;
  288. }
  289. shader.use();
  290. shader.loadUniform(0, MVP);
  291. shader.loadUniform(1, texture, store);
  292. vertices.bindBuffer(0, 3);
  293. uvs.bindBuffer(1, 2);
  294. indices.bindBuffer();
  295. glDrawElements(GL_TRIANGLES, indices.getSize(), GL_UNSIGNED_SHORT, nullptr);
  296. vertices.unbind(0);
  297. uvs.unbind(1);
  298. }
  299. void Shader::drawGL(ShaderBuffer& vertices, ShaderBuffer& colors, glm::mat4 MVP,
  300. unsigned int mode, ShaderTexture* target, Shader& shader) {
  301. assert(vertices.getSize() == colors.getSize());
  302. if (mode == GL_TRIANGLES) {
  303. assert((vertices.getSize() % 3) == 0);
  304. }
  305. if (target == nullptr) {
  306. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  307. glViewport(0, 0, Window::getSize().x, Window::getSize().y);
  308. } else {
  309. target->bind();
  310. }
  311. shader.use();
  312. shader.loadUniform(0, MVP);
  313. vertices.bindBuffer(0, 3);
  314. colors.bindBuffer(1, 3);
  315. glDrawArrays(mode, 0, vertices.getSize());
  316. vertices.unbind(0);
  317. colors.unbind(1);
  318. }
  319. void Shader::drawGL(ShaderBuffer& vertices, ShaderBuffer& colors, ShaderBuffer& indices,
  320. glm::mat4 MVP, unsigned int mode, ShaderTexture* target, Shader& shader) {
  321. assert(vertices.getSize() == colors.getSize());
  322. if (mode == GL_TRIANGLES) {
  323. assert((indices.getSize() % 3) == 0);
  324. }
  325. if (target == nullptr) {
  326. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  327. glViewport(0, 0, Window::getSize().x, Window::getSize().y);
  328. } else {
  329. target->bind();
  330. }
  331. shader.use();
  332. shader.loadUniform(0, MVP);
  333. vertices.bindBuffer(0, 3);
  334. colors.bindBuffer(1, 3);
  335. indices.bindBuffer();
  336. glDrawElements(mode, indices.getSize(), GL_UNSIGNED_SHORT, nullptr);
  337. vertices.unbind(0);
  338. colors.unbind(1);
  339. }
  340. // --------------------------------------
  341. // *INDENT-OFF*
  342. const char* Shader::textShaderVertex = R"!?!(
  343. #version 330 core
  344. layout(location = 0) in vec2 vertexPosition_screen;
  345. layout(location = 1) in vec2 vertexUV;
  346. out vec2 UV;
  347. uniform vec2 screen;
  348. void main() {
  349. vec2 halfScreen = screen / 2;
  350. vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
  351. gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
  352. UV = vertexUV;
  353. }
  354. )!?!";
  355. const char* Shader::textShaderFragment = R"!?!(
  356. #version 330 core
  357. in vec2 UV;
  358. layout(location = 0) out vec4 color;
  359. uniform sampler2D textureSampler;
  360. uniform vec4 colorVar;
  361. void main() {
  362. color = texture(textureSampler, UV) * colorVar;
  363. }
  364. )!?!";
  365. // --------------------------------------
  366. const char* Shader::textureShaderVertex = R"!?!(
  367. #version 330 core
  368. layout(location = 0) in vec3 vertexPosition_modelspace;
  369. layout(location = 1) in vec2 vertexUV;
  370. out vec2 UV;
  371. uniform mat4 MVP;
  372. void main() {
  373. vec4 pos = MVP * vec4(vertexPosition_modelspace.x,
  374. -vertexPosition_modelspace.y,
  375. vertexPosition_modelspace.z,
  376. 1);
  377. gl_Position = vec4(-pos.x, pos.yzw);
  378. UV = vertexUV;
  379. }
  380. )!?!";
  381. const char* Shader::textureShaderFragment = R"!?!(
  382. #version 330 core
  383. in vec2 UV;
  384. layout(location = 0) out vec4 color;
  385. uniform sampler2D textureSampler;
  386. void main() {
  387. color = texture(textureSampler, UV);
  388. }
  389. )!?!";
  390. // --------------------------------------
  391. const char* Shader::colorShaderVertex = R"!?!(
  392. #version 330 core
  393. layout(location = 0) in vec3 vertexPosition_modelspace;
  394. layout(location = 1) in vec3 vertexColor;
  395. out vec3 color;
  396. uniform mat4 MVP;
  397. void main() {
  398. vec4 pos = MVP * vec4(vertexPosition_modelspace.x,
  399. -vertexPosition_modelspace.y,
  400. vertexPosition_modelspace.z,
  401. 1);
  402. gl_Position = vec4(-pos.x, pos.yzw);
  403. color = vertexColor;
  404. }
  405. )!?!";
  406. const char* Shader::colorShaderFragment = R"!?!(
  407. #version 330 core
  408. in vec3 color;
  409. layout(location = 0) out vec4 color_out;
  410. void main() {
  411. color_out = vec4(color, 1);
  412. }
  413. )!?!";
  414. // --------------------------------------
  415. // *INDENT-ON*