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 <sstream>
  8. #include "global.h"
  9. #include "Log.h"
  10. #include "system/Window.h"
  11. #include "system/Shader.h"
  12. #include <glbinding/gl/gl33.h>
  13. ShaderBuffer::~ShaderBuffer() {
  14. if (created)
  15. gl::glDeleteBuffers(1, &buffer);
  16. }
  17. void ShaderBuffer::bufferData(int elem, int size, void* data) {
  18. if (!created) {
  19. gl::glGenBuffers(1, &buffer);
  20. created = true;
  21. }
  22. boundSize = elem;
  23. gl::glBindBuffer(gl::GL_ARRAY_BUFFER, buffer);
  24. gl::glBufferData(gl::GL_ARRAY_BUFFER, elem * size, data, gl::GL_DYNAMIC_DRAW);
  25. }
  26. void ShaderBuffer::bindBuffer() {
  27. if (!created) {
  28. gl::glGenBuffers(1, &buffer);
  29. created = true;
  30. }
  31. gl::glBindBuffer(gl::GL_ELEMENT_ARRAY_BUFFER, buffer);
  32. }
  33. void ShaderBuffer::bindBuffer(int location, int size) {
  34. if (!created) {
  35. gl::glGenBuffers(1, &buffer);
  36. created = true;
  37. }
  38. gl::glEnableVertexAttribArray(location);
  39. gl::glBindBuffer(gl::GL_ARRAY_BUFFER, buffer);
  40. gl::glVertexAttribPointer(location, size, gl::GL_FLOAT, gl::GL_FALSE, 0, nullptr);
  41. }
  42. void ShaderBuffer::unbind(int location) {
  43. orAssert(created == true);
  44. gl::glDisableVertexAttribArray(location);
  45. }
  46. // ----------------------------------------------------------------------------
  47. ShaderTexture::ShaderTexture(int w, int h) : width(w), height(h) {
  48. gl::glGenFramebuffers(1, &framebuffer);
  49. bind();
  50. texture = TextureManager::loadBufferSlot(nullptr, width, height, ColorMode::RGBA,
  51. 32, TextureStorage::SYSTEM, -1, false);
  52. gl::glGenRenderbuffers(1, &depth);
  53. gl::glBindRenderbuffer(gl::GL_RENDERBUFFER, depth);
  54. gl::glRenderbufferStorage(gl::GL_RENDERBUFFER, gl::GL_DEPTH_COMPONENT, width, height);
  55. gl::glFramebufferRenderbuffer(gl::GL_FRAMEBUFFER, gl::GL_DEPTH_ATTACHMENT, gl::GL_RENDERBUFFER, depth);
  56. gl::glFramebufferTexture(gl::GL_FRAMEBUFFER, gl::GL_COLOR_ATTACHMENT0,
  57. TextureManager::getTextureID(texture, TextureStorage::SYSTEM), 0);
  58. gl::GLenum drawBuffer = gl::GL_COLOR_ATTACHMENT0;
  59. gl::glDrawBuffers(1, &drawBuffer);
  60. orAssert(gl::glCheckFramebufferStatus(gl::GL_FRAMEBUFFER) == gl::GL_FRAMEBUFFER_COMPLETE);
  61. }
  62. ShaderTexture::~ShaderTexture() {
  63. gl::glDeleteRenderbuffers(1, &depth);
  64. gl::glDeleteFramebuffers(1, &framebuffer);
  65. //! \fixme free texture slot
  66. }
  67. void ShaderTexture::clear() {
  68. bind();
  69. gl::glClear(gl::GL_COLOR_BUFFER_BIT | gl::GL_DEPTH_BUFFER_BIT);
  70. }
  71. void ShaderTexture::bind() {
  72. gl::glBindFramebuffer(gl::GL_FRAMEBUFFER, framebuffer);
  73. gl::glViewport(0, 0, width, height);
  74. }
  75. // ----------------------------------------------------------------------------
  76. Shader::~Shader() {
  77. if (programID >= 0)
  78. gl::glDeleteProgram(programID);
  79. }
  80. int Shader::addUniform(const char* name) {
  81. orAssert(programID >= 0);
  82. int r = gl::glGetUniformLocation(programID, name);
  83. if (r < 0) {
  84. Log::get(LOG_ERROR) << "Can't find GLSL Uniform \"" << name << "\"!" << Log::endl;
  85. return -1;
  86. }
  87. uniforms.push_back(r);
  88. return uniforms.size() - 1;
  89. }
  90. unsigned int Shader::getUniform(int n) {
  91. orAssert(n >= 0);
  92. orAssert(n < uniforms.size());
  93. return uniforms.at(n);
  94. }
  95. void Shader::loadUniform(int uni, glm::vec2 vec) {
  96. gl::glUniform2f(getUniform(uni), vec.x, vec.y);
  97. }
  98. void Shader::loadUniform(int uni, glm::vec4 vec) {
  99. gl::glUniform4f(getUniform(uni), vec.r, vec.g, vec.b, vec.a);
  100. }
  101. void Shader::loadUniform(int uni, glm::mat4 mat) {
  102. gl::glUniformMatrix4fv(getUniform(uni), 1, gl::GL_FALSE, &mat[0][0]);
  103. }
  104. void Shader::loadUniform(int uni, int texture, TextureStorage store) {
  105. gl::glUniform1i(getUniform(uni), TextureManager::bindTexture(texture, store));
  106. }
  107. void Shader::use() {
  108. orAssert(programID >= 0);
  109. gl::glUseProgram(programID);
  110. }
  111. int Shader::compile(const char* vertex, const char* fragment) {
  112. orAssert(vertex != nullptr);
  113. orAssert(fragment != nullptr);
  114. gl::GLuint vertexID = gl::glCreateShader(gl::GL_VERTEX_SHADER);
  115. gl::GLuint fragmentID = gl::glCreateShader(gl::GL_FRAGMENT_SHADER);
  116. gl::GLint result = gl::GLint(gl::GL_FALSE);
  117. gl::GLint logLength = 0;
  118. // Compile vertex shader
  119. gl::glShaderSource(vertexID, 1, &vertex, nullptr);
  120. gl::glCompileShader(vertexID);
  121. // Check vertex shader
  122. gl::glGetShaderiv(vertexID, gl::GL_COMPILE_STATUS, &result);
  123. gl::glGetShaderiv(vertexID, gl::GL_INFO_LOG_LENGTH, &logLength);
  124. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  125. std::vector<char> message(logLength + 1);
  126. gl::glGetShaderInfoLog(vertexID, logLength, nullptr, &message[0]);
  127. Log::get(LOG_ERROR) << "Vertex Shader compilation error:" << Log::endl;
  128. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  129. gl::glDeleteShader(vertexID);
  130. gl::glDeleteShader(fragmentID);
  131. return -1;
  132. }
  133. // Compile fragment shader
  134. gl::glShaderSource(fragmentID, 1, &fragment, nullptr);
  135. gl::glCompileShader(fragmentID);
  136. // Check fragment shader
  137. gl::glGetShaderiv(fragmentID, gl::GL_COMPILE_STATUS, &result);
  138. gl::glGetShaderiv(fragmentID, gl::GL_INFO_LOG_LENGTH, &logLength);
  139. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  140. std::vector<char> message(logLength + 1);
  141. gl::glGetShaderInfoLog(fragmentID, logLength, nullptr, &message[0]);
  142. Log::get(LOG_ERROR) << "Fragment Shader compilation error:" << Log::endl;
  143. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  144. gl::glDeleteShader(vertexID);
  145. gl::glDeleteShader(fragmentID);
  146. return -2;
  147. }
  148. // Link both shaders
  149. programID = gl::glCreateProgram();
  150. gl::glAttachShader(programID, vertexID);
  151. gl::glAttachShader(programID, fragmentID);
  152. gl::glLinkProgram(programID);
  153. // Check resulting program
  154. gl::glGetProgramiv(programID, gl::GL_LINK_STATUS, &result);
  155. gl::glGetProgramiv(programID, gl::GL_INFO_LOG_LENGTH, &logLength);
  156. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  157. std::vector<char> message(logLength + 1);
  158. gl::glGetProgramInfoLog(programID, logLength, nullptr, &message[0]);
  159. Log::get(LOG_ERROR) << "Shader link error:" << Log::endl;
  160. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  161. gl::glDeleteShader(vertexID);
  162. gl::glDeleteShader(fragmentID);
  163. gl::glDeleteProgram(programID);
  164. return -3;
  165. }
  166. gl::glDeleteShader(vertexID);
  167. gl::glDeleteShader(fragmentID);
  168. return programID;
  169. }
  170. // ----------------------------------------------------------------------------
  171. std::string Shader::getVersion(bool linked) {
  172. static std::string cache;
  173. static std::string cacheLinked;
  174. static bool cacheFilled = false;
  175. if (!cacheFilled) {
  176. std::ostringstream str;
  177. str << "OpenGL v" << gl::glGetString(gl::GL_VERSION);
  178. cache = str.str();
  179. str.str("");
  180. str << "OpenGL " << gl::glGetString(gl::GL_SHADING_LANGUAGE_VERSION) << " "
  181. << gl::glGetString(gl::GL_RENDERER) << " (" << gl::glGetString(gl::GL_VENDOR) << ")";
  182. cacheLinked = str.str();
  183. cacheFilled = true;
  184. }
  185. if (linked) {
  186. return cacheLinked;
  187. } else {
  188. return cache;
  189. }
  190. }
  191. Shader Shader::textureShader;
  192. Shader Shader::colorShader;
  193. unsigned int Shader::vertexArrayID = 0;
  194. bool Shader::lastBufferWasNotFramebuffer = true;
  195. int Shader::initialize() {
  196. gl::glGenVertexArrays(1, &vertexArrayID);
  197. gl::glBindVertexArray(vertexArrayID);
  198. // Set background color
  199. gl::glClearColor(0.0f, 0.0f, 0.4f, 1.0f);
  200. set2DState(false);
  201. gl::glDepthFunc(gl::GL_LESS);
  202. gl::glEnable(gl::GL_BLEND);
  203. gl::glBlendFunc(gl::GL_SRC_ALPHA, gl::GL_ONE_MINUS_SRC_ALPHA);
  204. gl::glPointSize(5.0f);
  205. if (textureShader.compile(textureShaderVertex, textureShaderFragment) < 0)
  206. return -1;
  207. if (textureShader.addUniform("MVP") < 0)
  208. return -2;
  209. if (textureShader.addUniform("textureSampler") < 0)
  210. return -3;
  211. if (colorShader.compile(colorShaderVertex, colorShaderFragment) < 0)
  212. return -4;
  213. if (colorShader.addUniform("MVP") < 0)
  214. return -5;
  215. return 0;
  216. }
  217. void Shader::shutdown() {
  218. gl::glDeleteVertexArrays(1, &vertexArrayID);
  219. }
  220. void Shader::set2DState(bool on, bool depth) {
  221. if (on) {
  222. gl::glDisable(gl::GL_CULL_FACE);
  223. if (depth)
  224. gl::glDisable(gl::GL_DEPTH_TEST);
  225. } else {
  226. gl::glEnable(gl::GL_CULL_FACE);
  227. if (depth)
  228. gl::glEnable(gl::GL_DEPTH_TEST);
  229. }
  230. }
  231. void Shader::bindProperBuffer(ShaderTexture* target) {
  232. if ((target == nullptr) && lastBufferWasNotFramebuffer) {
  233. lastBufferWasNotFramebuffer = false;
  234. gl::glBindFramebuffer(gl::GL_FRAMEBUFFER, 0);
  235. gl::glViewport(0, 0, Window::getSize().x, Window::getSize().y);
  236. } else if (target != nullptr) {
  237. lastBufferWasNotFramebuffer = true;
  238. target->bind();
  239. }
  240. }
  241. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  242. glm::mat4 MVP, unsigned int texture, TextureStorage store,
  243. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  244. orAssert(vertices.size() == uvs.size());
  245. if (mode == gl::GL_TRIANGLES)
  246. orAssert((vertices.size() % 3) == 0);
  247. bindProperBuffer(target);
  248. shader.use();
  249. shader.loadUniform(0, MVP);
  250. shader.loadUniform(1, texture, store);
  251. shader.vertexBuffer.bufferData(vertices);
  252. shader.otherBuffer.bufferData(uvs);
  253. shader.vertexBuffer.bindBuffer(0, 3);
  254. shader.otherBuffer.bindBuffer(1, 2);
  255. gl::glDrawArrays(mode, 0, shader.vertexBuffer.getSize());
  256. shader.vertexBuffer.unbind(0);
  257. shader.otherBuffer.unbind(1);
  258. }
  259. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  260. std::vector<unsigned short>& indices, glm::mat4 MVP,
  261. unsigned int texture, TextureStorage store,
  262. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  263. drawGLBuffer(vertices, uvs);
  264. drawGLOnly(indices, MVP, texture, store, mode, target, shader);
  265. }
  266. void Shader::drawGLBuffer(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs, Shader& shader) {
  267. orAssert(vertices.size() == uvs.size());
  268. shader.vertexBuffer.bufferData(vertices);
  269. shader.otherBuffer.bufferData(uvs);
  270. }
  271. void Shader::drawGLOnly(std::vector<unsigned short>& indices, glm::mat4 MVP,
  272. unsigned int texture, TextureStorage store,
  273. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  274. if (mode == gl::GL_TRIANGLES)
  275. orAssert((indices.size() % 3) == 0);
  276. bindProperBuffer(target);
  277. shader.use();
  278. shader.loadUniform(0, MVP);
  279. shader.loadUniform(1, texture, store);
  280. shader.indexBuffer.bufferData(indices);
  281. shader.vertexBuffer.bindBuffer(0, 3);
  282. shader.otherBuffer.bindBuffer(1, 2);
  283. shader.indexBuffer.bindBuffer();
  284. gl::glDrawElements(mode, shader.indexBuffer.getSize(), gl::GL_UNSIGNED_SHORT, nullptr);
  285. shader.vertexBuffer.unbind(0);
  286. shader.otherBuffer.unbind(1);
  287. }
  288. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  289. glm::mat4 MVP, gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  290. orAssert(vertices.size() == colors.size());
  291. if (mode == gl::GL_TRIANGLES)
  292. orAssert((vertices.size() % 3) == 0);
  293. bindProperBuffer(target);
  294. shader.use();
  295. shader.loadUniform(0, MVP);
  296. shader.vertexBuffer.bufferData(vertices);
  297. shader.otherBuffer.bufferData(colors);
  298. shader.vertexBuffer.bindBuffer(0, 3);
  299. shader.otherBuffer.bindBuffer(1, 3);
  300. gl::glDrawArrays(mode, 0, shader.vertexBuffer.getSize());
  301. shader.vertexBuffer.unbind(0);
  302. shader.otherBuffer.unbind(1);
  303. }
  304. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  305. std::vector<unsigned short>& indices, glm::mat4 MVP,
  306. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  307. orAssert(vertices.size() == colors.size());
  308. if (mode == gl::GL_TRIANGLES)
  309. orAssert((indices.size() % 3) == 0);
  310. bindProperBuffer(target);
  311. shader.use();
  312. shader.loadUniform(0, MVP);
  313. shader.vertexBuffer.bufferData(vertices);
  314. shader.otherBuffer.bufferData(colors);
  315. shader.indexBuffer.bufferData(indices);
  316. shader.vertexBuffer.bindBuffer(0, 3);
  317. shader.otherBuffer.bindBuffer(1, 3);
  318. shader.indexBuffer.bindBuffer();
  319. gl::glDrawElements(mode, shader.indexBuffer.getSize(), gl::GL_UNSIGNED_SHORT, nullptr);
  320. shader.vertexBuffer.unbind(0);
  321. shader.otherBuffer.unbind(1);
  322. }
  323. // --------------------------------------
  324. // *INDENT-OFF*
  325. const char* Shader::textureShaderVertex = R"!?!(
  326. #version 330 core
  327. layout(location = 0) in vec3 vertexPosition_modelspace;
  328. layout(location = 1) in vec2 vertexUV;
  329. out vec2 UV;
  330. uniform mat4 MVP;
  331. void main() {
  332. vec4 pos = MVP * vec4(vertexPosition_modelspace.x,
  333. -vertexPosition_modelspace.y,
  334. vertexPosition_modelspace.z,
  335. 1);
  336. gl_Position = vec4(-pos.x, pos.yzw);
  337. UV = vertexUV;
  338. }
  339. )!?!";
  340. const char* Shader::textureShaderFragment = R"!?!(
  341. #version 330 core
  342. in vec2 UV;
  343. layout(location = 0) out vec4 color;
  344. uniform sampler2D textureSampler;
  345. void main() {
  346. color = texture(textureSampler, UV);
  347. }
  348. )!?!";
  349. // --------------------------------------
  350. const char* Shader::colorShaderVertex = R"!?!(
  351. #version 330 core
  352. layout(location = 0) in vec3 vertexPosition_modelspace;
  353. layout(location = 1) in vec3 vertexColor;
  354. out vec3 color;
  355. uniform mat4 MVP;
  356. void main() {
  357. vec4 pos = MVP * vec4(vertexPosition_modelspace.x,
  358. -vertexPosition_modelspace.y,
  359. vertexPosition_modelspace.z,
  360. 1);
  361. gl_Position = vec4(-pos.x, pos.yzw);
  362. color = vertexColor;
  363. }
  364. )!?!";
  365. const char* Shader::colorShaderFragment = R"!?!(
  366. #version 330 core
  367. in vec3 color;
  368. layout(location = 0) out vec4 color_out;
  369. void main() {
  370. color_out = vec4(color, 1);
  371. }
  372. )!?!";
  373. // --------------------------------------
  374. // *INDENT-ON*