Open Source Tomb Raider Engine
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Shader.cpp 16KB

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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 "Render.h"
  11. #include "system/Window.h"
  12. #include "system/Shader.h"
  13. #include <glbinding/gl/gl.h>
  14. ShaderBuffer::~ShaderBuffer() {
  15. if (created)
  16. gl::glDeleteBuffers(1, &buffer);
  17. }
  18. void ShaderBuffer::bufferData(int elem, int size, void* data) {
  19. if (!created) {
  20. gl::glGenBuffers(1, &buffer);
  21. created = true;
  22. }
  23. boundSize = elem;
  24. gl::glBindBuffer(gl::GL_ARRAY_BUFFER, buffer);
  25. gl::glBufferData(gl::GL_ARRAY_BUFFER, elem * size, data, gl::GL_DYNAMIC_DRAW);
  26. }
  27. void ShaderBuffer::bindBuffer() {
  28. if (!created) {
  29. gl::glGenBuffers(1, &buffer);
  30. created = true;
  31. }
  32. gl::glBindBuffer(gl::GL_ELEMENT_ARRAY_BUFFER, buffer);
  33. }
  34. void ShaderBuffer::bindBuffer(int location, int size) {
  35. if (!created) {
  36. gl::glGenBuffers(1, &buffer);
  37. created = true;
  38. }
  39. gl::glEnableVertexAttribArray(location);
  40. gl::glBindBuffer(gl::GL_ARRAY_BUFFER, buffer);
  41. gl::glVertexAttribPointer(location, size, gl::GL_FLOAT, gl::GL_FALSE, 0, nullptr);
  42. }
  43. void ShaderBuffer::unbind(int location) {
  44. orAssert(created == true);
  45. gl::glDisableVertexAttribArray(location);
  46. }
  47. // ----------------------------------------------------------------------------
  48. ShaderTexture::ShaderTexture(int w, int h) : width(w), height(h) {
  49. gl::glGenFramebuffers(1, &framebuffer);
  50. bind();
  51. texture = TextureManager::loadBufferSlot(nullptr, width, height, ColorMode::RGBA,
  52. 32, TextureStorage::SYSTEM, -1, false);
  53. gl::glGenRenderbuffers(1, &depth);
  54. gl::glBindRenderbuffer(gl::GL_RENDERBUFFER, depth);
  55. gl::glRenderbufferStorage(gl::GL_RENDERBUFFER, gl::GL_DEPTH_COMPONENT, width, height);
  56. gl::glFramebufferRenderbuffer(gl::GL_FRAMEBUFFER, gl::GL_DEPTH_ATTACHMENT, gl::GL_RENDERBUFFER, depth);
  57. gl::glFramebufferTexture(gl::GL_FRAMEBUFFER, gl::GL_COLOR_ATTACHMENT0,
  58. TextureManager::getTextureID(texture, TextureStorage::SYSTEM), 0);
  59. gl::GLenum drawBuffer = gl::GL_COLOR_ATTACHMENT0;
  60. gl::glDrawBuffers(1, &drawBuffer);
  61. orAssert(gl::glCheckFramebufferStatus(gl::GL_FRAMEBUFFER) == gl::GL_FRAMEBUFFER_COMPLETE);
  62. }
  63. ShaderTexture::~ShaderTexture() {
  64. gl::glDeleteRenderbuffers(1, &depth);
  65. gl::glDeleteFramebuffers(1, &framebuffer);
  66. //! \fixme free texture slot
  67. }
  68. void ShaderTexture::clear() {
  69. bind();
  70. gl::glClear(gl::GL_COLOR_BUFFER_BIT | gl::GL_DEPTH_BUFFER_BIT);
  71. }
  72. void ShaderTexture::bind() {
  73. gl::glBindFramebuffer(gl::GL_FRAMEBUFFER, framebuffer);
  74. gl::glViewport(0, 0, width, height);
  75. }
  76. // ----------------------------------------------------------------------------
  77. Shader::~Shader() {
  78. if (programID >= 0)
  79. gl::glDeleteProgram(programID);
  80. }
  81. int Shader::getAttrib(const char* name) {
  82. orAssert(programID >= 0);
  83. orAssert(name != nullptr);
  84. orAssert(name[0] != '\0');
  85. return gl::glGetAttribLocation(programID, name);
  86. }
  87. int Shader::addUniform(const char* name) {
  88. orAssert(programID >= 0);
  89. int r = gl::glGetUniformLocation(programID, name);
  90. if (r < 0) {
  91. Log::get(LOG_ERROR) << "Can't find GLSL Uniform \"" << name << "\"!" << Log::endl;
  92. return -1;
  93. }
  94. uniforms.push_back(r);
  95. return uniforms.size() - 1;
  96. }
  97. unsigned int Shader::getUniform(int n) {
  98. orAssert(n >= 0);
  99. orAssert(n < uniforms.size());
  100. return uniforms.at(n);
  101. }
  102. void Shader::loadUniform(int uni, glm::vec2 vec) {
  103. gl::glUniform2f(getUniform(uni), vec.x, vec.y);
  104. }
  105. void Shader::loadUniform(int uni, glm::vec4 vec) {
  106. gl::glUniform4f(getUniform(uni), vec.r, vec.g, vec.b, vec.a);
  107. }
  108. void Shader::loadUniform(int uni, glm::mat4 mat) {
  109. gl::glUniformMatrix4fv(getUniform(uni), 1, gl::GL_FALSE, &mat[0][0]);
  110. }
  111. void Shader::loadUniform(int uni, int texture, TextureStorage store) {
  112. if ((Render::getMode() == RenderMode::Solid)
  113. && (store == TextureStorage::GAME)) {
  114. gl::glUniform1i(getUniform(uni), TextureManager::bindTexture(TEXTURE_SPLASH, TextureStorage::SYSTEM));
  115. } else {
  116. gl::glUniform1i(getUniform(uni), TextureManager::bindTexture(texture, store));
  117. }
  118. }
  119. void Shader::use() {
  120. orAssert(programID >= 0);
  121. static int lastID = -1;
  122. if (programID != lastID) {
  123. gl::glUseProgram(programID);
  124. lastID = programID;
  125. }
  126. }
  127. int Shader::compile(const char* vertex, const char* fragment) {
  128. orAssert(vertex != nullptr);
  129. orAssert(fragment != nullptr);
  130. gl::GLuint vertexID = gl::glCreateShader(gl::GL_VERTEX_SHADER);
  131. gl::GLuint fragmentID = gl::glCreateShader(gl::GL_FRAGMENT_SHADER);
  132. gl::GLint result = gl::GLint(gl::GL_FALSE);
  133. gl::GLint logLength = 0;
  134. // Compile vertex shader
  135. gl::glShaderSource(vertexID, 1, &vertex, nullptr);
  136. gl::glCompileShader(vertexID);
  137. // Check vertex shader
  138. gl::glGetShaderiv(vertexID, gl::GL_COMPILE_STATUS, &result);
  139. gl::glGetShaderiv(vertexID, gl::GL_INFO_LOG_LENGTH, &logLength);
  140. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  141. std::vector<char> message(logLength + 1);
  142. gl::glGetShaderInfoLog(vertexID, logLength, nullptr, &message[0]);
  143. Log::get(LOG_ERROR) << "Vertex Shader compilation error:" << Log::endl;
  144. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  145. gl::glDeleteShader(vertexID);
  146. gl::glDeleteShader(fragmentID);
  147. return -1;
  148. }
  149. // Compile fragment shader
  150. gl::glShaderSource(fragmentID, 1, &fragment, nullptr);
  151. gl::glCompileShader(fragmentID);
  152. // Check fragment shader
  153. gl::glGetShaderiv(fragmentID, gl::GL_COMPILE_STATUS, &result);
  154. gl::glGetShaderiv(fragmentID, gl::GL_INFO_LOG_LENGTH, &logLength);
  155. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  156. std::vector<char> message(logLength + 1);
  157. gl::glGetShaderInfoLog(fragmentID, logLength, nullptr, &message[0]);
  158. Log::get(LOG_ERROR) << "Fragment Shader compilation error:" << Log::endl;
  159. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  160. gl::glDeleteShader(vertexID);
  161. gl::glDeleteShader(fragmentID);
  162. return -2;
  163. }
  164. // Link both shaders
  165. programID = gl::glCreateProgram();
  166. gl::glAttachShader(programID, vertexID);
  167. gl::glAttachShader(programID, fragmentID);
  168. gl::glLinkProgram(programID);
  169. // Check resulting program
  170. gl::glGetProgramiv(programID, gl::GL_LINK_STATUS, &result);
  171. gl::glGetProgramiv(programID, gl::GL_INFO_LOG_LENGTH, &logLength);
  172. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  173. std::vector<char> message(logLength + 1);
  174. gl::glGetProgramInfoLog(programID, logLength, nullptr, &message[0]);
  175. Log::get(LOG_ERROR) << "Shader link error:" << Log::endl;
  176. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  177. gl::glDeleteShader(vertexID);
  178. gl::glDeleteShader(fragmentID);
  179. gl::glDeleteProgram(programID);
  180. return -3;
  181. }
  182. gl::glDeleteShader(vertexID);
  183. gl::glDeleteShader(fragmentID);
  184. return programID;
  185. }
  186. // ----------------------------------------------------------------------------
  187. std::string Shader::getVersion(bool linked) {
  188. static std::string cache;
  189. static std::string cacheLinked;
  190. static bool cacheFilled = false;
  191. if (!cacheFilled) {
  192. std::ostringstream str;
  193. str << "OpenGL v" << gl::glGetString(gl::GL_VERSION);
  194. cache = str.str();
  195. str.str("");
  196. str << "OpenGL " << gl::glGetString(gl::GL_SHADING_LANGUAGE_VERSION) << " "
  197. << gl::glGetString(gl::GL_RENDERER) << " (" << gl::glGetString(gl::GL_VENDOR) << ")";
  198. cacheLinked = str.str();
  199. cacheFilled = true;
  200. }
  201. if (linked) {
  202. return cacheLinked;
  203. } else {
  204. return cache;
  205. }
  206. }
  207. Shader Shader::textureShader;
  208. Shader Shader::colorShader;
  209. Shader Shader::transformedColorShader;
  210. unsigned int Shader::vertexArrayID = 0;
  211. bool Shader::lastBufferWasNotFramebuffer = true;
  212. int Shader::initialize() {
  213. gl::glGenVertexArrays(1, &vertexArrayID);
  214. gl::glBindVertexArray(vertexArrayID);
  215. // Set background color
  216. gl::glClearColor(0.0f, 0.0f, 0.4f, 1.0f);
  217. set2DState(false);
  218. gl::glDepthFunc(gl::GL_LESS);
  219. gl::glEnable(gl::GL_BLEND);
  220. gl::glBlendEquation(gl::GL_FUNC_ADD);
  221. gl::glBlendFunc(gl::GL_SRC_ALPHA, gl::GL_ONE_MINUS_SRC_ALPHA);
  222. gl::glPointSize(5.0f);
  223. if (textureShader.compile(textureShaderVertex, textureShaderFragment) < 0)
  224. return -1;
  225. if (textureShader.addUniform("MVP") < 0)
  226. return -2;
  227. if (textureShader.addUniform("textureSampler") < 0)
  228. return -3;
  229. if (colorShader.compile(colorShaderVertex, colorShaderFragment) < 0)
  230. return -4;
  231. if (colorShader.addUniform("MVP") < 0)
  232. return -5;
  233. if (transformedColorShader.compile(transformedColorShaderVertex, transformedColorShaderFragment) < 0)
  234. return -6;
  235. return 0;
  236. }
  237. void Shader::shutdown() {
  238. gl::glDeleteVertexArrays(1, &vertexArrayID);
  239. }
  240. void Shader::set2DState(bool on, bool depth) {
  241. if (on) {
  242. gl::glDisable(gl::GL_CULL_FACE);
  243. if (depth)
  244. gl::glDisable(gl::GL_DEPTH_TEST);
  245. } else {
  246. gl::glEnable(gl::GL_CULL_FACE);
  247. if (depth)
  248. gl::glEnable(gl::GL_DEPTH_TEST);
  249. }
  250. }
  251. void Shader::bindProperBuffer(ShaderTexture* target) {
  252. if ((target == nullptr) && lastBufferWasNotFramebuffer) {
  253. lastBufferWasNotFramebuffer = false;
  254. gl::glBindFramebuffer(gl::GL_FRAMEBUFFER, 0);
  255. gl::glViewport(0, 0, Window::getSize().x, Window::getSize().y);
  256. } else if (target != nullptr) {
  257. lastBufferWasNotFramebuffer = true;
  258. target->bind();
  259. }
  260. }
  261. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  262. glm::mat4 MVP, unsigned int texture, TextureStorage store,
  263. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  264. bindProperBuffer(target);
  265. shader.use();
  266. shader.loadUniform(0, MVP);
  267. shader.loadUniform(1, texture, store);
  268. shader.vertexBuffer.bufferData(vertices);
  269. shader.otherBuffer.bufferData(uvs);
  270. shader.vertexBuffer.bindBuffer(0, 3);
  271. shader.otherBuffer.bindBuffer(1, 2);
  272. gl::glDrawArrays(mode, 0, shader.vertexBuffer.getSize());
  273. shader.vertexBuffer.unbind(0);
  274. shader.otherBuffer.unbind(1);
  275. }
  276. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  277. std::vector<unsigned short>& indices, glm::mat4 MVP,
  278. unsigned int texture, TextureStorage store,
  279. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  280. drawGLBuffer(vertices, uvs);
  281. drawGLOnly(indices, MVP, texture, store, mode, target, shader);
  282. }
  283. void Shader::drawGLBuffer(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs, Shader& shader) {
  284. shader.vertexBuffer.bufferData(vertices);
  285. shader.otherBuffer.bufferData(uvs);
  286. }
  287. void Shader::drawGLOnly(std::vector<unsigned short>& indices, glm::mat4 MVP,
  288. unsigned int texture, TextureStorage store,
  289. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  290. bindProperBuffer(target);
  291. shader.use();
  292. shader.loadUniform(0, MVP);
  293. shader.loadUniform(1, texture, store);
  294. shader.indexBuffer.bufferData(indices);
  295. shader.vertexBuffer.bindBuffer(0, 3);
  296. shader.otherBuffer.bindBuffer(1, 2);
  297. shader.indexBuffer.bindBuffer();
  298. gl::glDrawElements(mode, shader.indexBuffer.getSize(), gl::GL_UNSIGNED_SHORT, nullptr);
  299. shader.vertexBuffer.unbind(0);
  300. shader.otherBuffer.unbind(1);
  301. }
  302. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  303. glm::mat4 MVP, gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  304. bindProperBuffer(target);
  305. shader.use();
  306. shader.loadUniform(0, MVP);
  307. shader.vertexBuffer.bufferData(vertices);
  308. shader.otherBuffer.bufferData(colors);
  309. shader.vertexBuffer.bindBuffer(0, 3);
  310. shader.otherBuffer.bindBuffer(1, 3);
  311. gl::glDrawArrays(mode, 0, shader.vertexBuffer.getSize());
  312. shader.vertexBuffer.unbind(0);
  313. shader.otherBuffer.unbind(1);
  314. }
  315. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  316. std::vector<unsigned short>& indices, glm::mat4 MVP,
  317. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  318. bindProperBuffer(target);
  319. shader.use();
  320. shader.loadUniform(0, MVP);
  321. shader.vertexBuffer.bufferData(vertices);
  322. shader.otherBuffer.bufferData(colors);
  323. shader.indexBuffer.bufferData(indices);
  324. shader.vertexBuffer.bindBuffer(0, 3);
  325. shader.otherBuffer.bindBuffer(1, 3);
  326. shader.indexBuffer.bindBuffer();
  327. gl::glDrawElements(mode, shader.indexBuffer.getSize(), gl::GL_UNSIGNED_SHORT, nullptr);
  328. shader.vertexBuffer.unbind(0);
  329. shader.otherBuffer.unbind(1);
  330. }
  331. void Shader::drawGL(std::vector<glm::vec4>& vertices, std::vector<glm::vec3>& colors,
  332. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  333. bindProperBuffer(target);
  334. shader.use();
  335. shader.vertexBuffer.bufferData(vertices);
  336. shader.otherBuffer.bufferData(colors);
  337. shader.vertexBuffer.bindBuffer(0, 4);
  338. shader.otherBuffer.bindBuffer(1, 3);
  339. gl::glDrawArrays(mode, 0, shader.vertexBuffer.getSize());
  340. shader.vertexBuffer.unbind(0);
  341. shader.otherBuffer.unbind(0);
  342. }
  343. void Shader::drawGL(std::vector<glm::vec4>& vertices, std::vector<glm::vec3>& colors,
  344. std::vector<unsigned short>& indices, gl::GLenum mode,
  345. ShaderTexture* target, Shader& shader) {
  346. bindProperBuffer(target);
  347. shader.use();
  348. shader.vertexBuffer.bufferData(vertices);
  349. shader.otherBuffer.bufferData(colors);
  350. shader.indexBuffer.bufferData(indices);
  351. shader.vertexBuffer.bindBuffer(0, 4);
  352. shader.otherBuffer.bindBuffer(1, 3);
  353. shader.indexBuffer.bindBuffer();
  354. gl::glDrawElements(mode, shader.indexBuffer.getSize(), gl::GL_UNSIGNED_SHORT, nullptr);
  355. shader.vertexBuffer.unbind(0);
  356. shader.otherBuffer.unbind(0);
  357. }
  358. // --------------------------------------
  359. // *INDENT-OFF*
  360. const char* Shader::textureShaderVertex = R"!?!(
  361. #version 330 core
  362. layout(location = 0) in vec3 vertexPosition_modelspace;
  363. layout(location = 1) in vec2 vertexUV;
  364. out vec2 UV;
  365. uniform mat4 MVP;
  366. void main() {
  367. vec4 pos = MVP * vec4(vertexPosition_modelspace, 1);
  368. gl_Position = pos;
  369. UV = vertexUV;
  370. }
  371. )!?!";
  372. const char* Shader::textureShaderFragment = R"!?!(
  373. #version 330 core
  374. in vec2 UV;
  375. layout(location = 0) out vec4 color;
  376. uniform sampler2D textureSampler;
  377. void main() {
  378. color = texture(textureSampler, UV);
  379. }
  380. )!?!";
  381. // --------------------------------------
  382. const char* Shader::colorShaderVertex = R"!?!(
  383. #version 330 core
  384. layout(location = 0) in vec3 vertexPosition_modelspace;
  385. layout(location = 1) in vec3 vertexColor;
  386. out vec3 color;
  387. uniform mat4 MVP;
  388. void main() {
  389. vec4 pos = MVP * vec4(vertexPosition_modelspace, 1);
  390. gl_Position = pos;
  391. color = vertexColor;
  392. }
  393. )!?!";
  394. const char* Shader::colorShaderFragment = R"!?!(
  395. #version 330 core
  396. in vec3 color;
  397. layout(location = 0) out vec4 color_out;
  398. void main() {
  399. color_out = vec4(color, 1);
  400. }
  401. )!?!";
  402. // --------------------------------------
  403. const char* Shader::transformedColorShaderVertex = R"!?!(
  404. #version 330 core
  405. layout(location = 0) in vec4 vertexPosition;
  406. layout(location = 1) in vec3 vertexColor;
  407. out vec3 color;
  408. void main() {
  409. gl_Position = vertexPosition;
  410. color = vertexColor;
  411. }
  412. )!?!";
  413. const char* Shader::transformedColorShaderFragment = R"!?!(
  414. #version 330 core
  415. in vec3 color;
  416. layout(location = 0) out vec4 color_out;
  417. void main() {
  418. color_out = vec4(color, 1);
  419. }
  420. )!?!";
  421. // --------------------------------------
  422. // *INDENT-ON*