Open Source Tomb Raider Engine
Vous ne pouvez pas sélectionner plus de 25 sujets Les noms de sujets doivent commencer par une lettre ou un nombre, peuvent contenir des tirets ('-') et peuvent comporter jusqu'à 35 caractères.

Shader.cpp 14KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523
  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 = GLint(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 != GLint(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 != GLint(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 != GLint(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, GLenum 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. GLenum 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, GLenum 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*