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 "Render.h"
  11. #include "system/Window.h"
  12. #include "system/Shader.h"
  13. #include <glbinding/gl/gl33.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::addUniform(const char* name) {
  82. orAssert(programID >= 0);
  83. int r = gl::glGetUniformLocation(programID, name);
  84. if (r < 0) {
  85. Log::get(LOG_ERROR) << "Can't find GLSL Uniform \"" << name << "\"!" << Log::endl;
  86. return -1;
  87. }
  88. uniforms.push_back(r);
  89. return uniforms.size() - 1;
  90. }
  91. unsigned int Shader::getUniform(int n) {
  92. orAssert(n >= 0);
  93. orAssert(n < uniforms.size());
  94. return uniforms.at(n);
  95. }
  96. void Shader::loadUniform(int uni, glm::vec2 vec) {
  97. gl::glUniform2f(getUniform(uni), vec.x, vec.y);
  98. }
  99. void Shader::loadUniform(int uni, glm::vec4 vec) {
  100. gl::glUniform4f(getUniform(uni), vec.r, vec.g, vec.b, vec.a);
  101. }
  102. void Shader::loadUniform(int uni, glm::mat4 mat) {
  103. gl::glUniformMatrix4fv(getUniform(uni), 1, gl::GL_FALSE, &mat[0][0]);
  104. }
  105. void Shader::loadUniform(int uni, int texture, TextureStorage store) {
  106. if ((Render::getMode() == RenderMode::Solid)
  107. && (store == TextureStorage::GAME)) {
  108. gl::glUniform1i(getUniform(uni), TextureManager::bindTexture(TEXTURE_SPLASH, TextureStorage::SYSTEM));
  109. } else {
  110. gl::glUniform1i(getUniform(uni), TextureManager::bindTexture(texture, store));
  111. }
  112. }
  113. void Shader::use() {
  114. orAssert(programID >= 0);
  115. static int lastID = -1;
  116. if (programID != lastID) {
  117. gl::glUseProgram(programID);
  118. lastID = programID;
  119. }
  120. }
  121. int Shader::compile(const char* vertex, const char* fragment) {
  122. orAssert(vertex != nullptr);
  123. orAssert(fragment != nullptr);
  124. gl::GLuint vertexID = gl::glCreateShader(gl::GL_VERTEX_SHADER);
  125. gl::GLuint fragmentID = gl::glCreateShader(gl::GL_FRAGMENT_SHADER);
  126. gl::GLint result = gl::GLint(gl::GL_FALSE);
  127. gl::GLint logLength = 0;
  128. // Compile vertex shader
  129. gl::glShaderSource(vertexID, 1, &vertex, nullptr);
  130. gl::glCompileShader(vertexID);
  131. // Check vertex shader
  132. gl::glGetShaderiv(vertexID, gl::GL_COMPILE_STATUS, &result);
  133. gl::glGetShaderiv(vertexID, gl::GL_INFO_LOG_LENGTH, &logLength);
  134. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  135. std::vector<char> message(logLength + 1);
  136. gl::glGetShaderInfoLog(vertexID, logLength, nullptr, &message[0]);
  137. Log::get(LOG_ERROR) << "Vertex Shader compilation error:" << Log::endl;
  138. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  139. gl::glDeleteShader(vertexID);
  140. gl::glDeleteShader(fragmentID);
  141. return -1;
  142. }
  143. // Compile fragment shader
  144. gl::glShaderSource(fragmentID, 1, &fragment, nullptr);
  145. gl::glCompileShader(fragmentID);
  146. // Check fragment shader
  147. gl::glGetShaderiv(fragmentID, gl::GL_COMPILE_STATUS, &result);
  148. gl::glGetShaderiv(fragmentID, gl::GL_INFO_LOG_LENGTH, &logLength);
  149. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  150. std::vector<char> message(logLength + 1);
  151. gl::glGetShaderInfoLog(fragmentID, logLength, nullptr, &message[0]);
  152. Log::get(LOG_ERROR) << "Fragment Shader compilation error:" << Log::endl;
  153. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  154. gl::glDeleteShader(vertexID);
  155. gl::glDeleteShader(fragmentID);
  156. return -2;
  157. }
  158. // Link both shaders
  159. programID = gl::glCreateProgram();
  160. gl::glAttachShader(programID, vertexID);
  161. gl::glAttachShader(programID, fragmentID);
  162. gl::glLinkProgram(programID);
  163. // Check resulting program
  164. gl::glGetProgramiv(programID, gl::GL_LINK_STATUS, &result);
  165. gl::glGetProgramiv(programID, gl::GL_INFO_LOG_LENGTH, &logLength);
  166. if ((logLength > 0) && (result != gl::GLint(gl::GL_TRUE))) {
  167. std::vector<char> message(logLength + 1);
  168. gl::glGetProgramInfoLog(programID, logLength, nullptr, &message[0]);
  169. Log::get(LOG_ERROR) << "Shader link error:" << Log::endl;
  170. Log::get(LOG_ERROR) << &message[0] << Log::endl;
  171. gl::glDeleteShader(vertexID);
  172. gl::glDeleteShader(fragmentID);
  173. gl::glDeleteProgram(programID);
  174. return -3;
  175. }
  176. gl::glDeleteShader(vertexID);
  177. gl::glDeleteShader(fragmentID);
  178. return programID;
  179. }
  180. // ----------------------------------------------------------------------------
  181. std::string Shader::getVersion(bool linked) {
  182. static std::string cache;
  183. static std::string cacheLinked;
  184. static bool cacheFilled = false;
  185. if (!cacheFilled) {
  186. std::ostringstream str;
  187. str << "OpenGL v" << gl::glGetString(gl::GL_VERSION);
  188. cache = str.str();
  189. str.str("");
  190. str << "OpenGL " << gl::glGetString(gl::GL_SHADING_LANGUAGE_VERSION) << " "
  191. << gl::glGetString(gl::GL_RENDERER) << " (" << gl::glGetString(gl::GL_VENDOR) << ")";
  192. cacheLinked = str.str();
  193. cacheFilled = true;
  194. }
  195. if (linked) {
  196. return cacheLinked;
  197. } else {
  198. return cache;
  199. }
  200. }
  201. Shader Shader::textureShader;
  202. Shader Shader::colorShader;
  203. unsigned int Shader::vertexArrayID = 0;
  204. bool Shader::lastBufferWasNotFramebuffer = true;
  205. int Shader::initialize() {
  206. gl::glGenVertexArrays(1, &vertexArrayID);
  207. gl::glBindVertexArray(vertexArrayID);
  208. // Set background color
  209. gl::glClearColor(0.0f, 0.0f, 0.4f, 1.0f);
  210. set2DState(false);
  211. gl::glDepthFunc(gl::GL_LESS);
  212. gl::glEnable(gl::GL_BLEND);
  213. gl::glBlendFunc(gl::GL_SRC_ALPHA, gl::GL_ONE_MINUS_SRC_ALPHA);
  214. gl::glPointSize(5.0f);
  215. if (textureShader.compile(textureShaderVertex, textureShaderFragment) < 0)
  216. return -1;
  217. if (textureShader.addUniform("MVP") < 0)
  218. return -2;
  219. if (textureShader.addUniform("textureSampler") < 0)
  220. return -3;
  221. if (colorShader.compile(colorShaderVertex, colorShaderFragment) < 0)
  222. return -4;
  223. if (colorShader.addUniform("MVP") < 0)
  224. return -5;
  225. return 0;
  226. }
  227. void Shader::shutdown() {
  228. gl::glDeleteVertexArrays(1, &vertexArrayID);
  229. }
  230. void Shader::set2DState(bool on, bool depth) {
  231. if (on) {
  232. gl::glDisable(gl::GL_CULL_FACE);
  233. if (depth)
  234. gl::glDisable(gl::GL_DEPTH_TEST);
  235. } else {
  236. gl::glEnable(gl::GL_CULL_FACE);
  237. if (depth)
  238. gl::glEnable(gl::GL_DEPTH_TEST);
  239. }
  240. }
  241. void Shader::bindProperBuffer(ShaderTexture* target) {
  242. if ((target == nullptr) && lastBufferWasNotFramebuffer) {
  243. lastBufferWasNotFramebuffer = false;
  244. gl::glBindFramebuffer(gl::GL_FRAMEBUFFER, 0);
  245. gl::glViewport(0, 0, Window::getSize().x, Window::getSize().y);
  246. } else if (target != nullptr) {
  247. lastBufferWasNotFramebuffer = true;
  248. target->bind();
  249. }
  250. }
  251. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  252. glm::mat4 MVP, unsigned int texture, TextureStorage store,
  253. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  254. bindProperBuffer(target);
  255. shader.use();
  256. shader.loadUniform(0, MVP);
  257. shader.loadUniform(1, texture, store);
  258. shader.vertexBuffer.bufferData(vertices);
  259. shader.otherBuffer.bufferData(uvs);
  260. shader.vertexBuffer.bindBuffer(0, 3);
  261. shader.otherBuffer.bindBuffer(1, 2);
  262. gl::glDrawArrays(mode, 0, shader.vertexBuffer.getSize());
  263. shader.vertexBuffer.unbind(0);
  264. shader.otherBuffer.unbind(1);
  265. }
  266. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs,
  267. std::vector<unsigned short>& indices, glm::mat4 MVP,
  268. unsigned int texture, TextureStorage store,
  269. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  270. drawGLBuffer(vertices, uvs);
  271. drawGLOnly(indices, MVP, texture, store, mode, target, shader);
  272. }
  273. void Shader::drawGLBuffer(std::vector<glm::vec3>& vertices, std::vector<glm::vec2>& uvs, Shader& shader) {
  274. shader.vertexBuffer.bufferData(vertices);
  275. shader.otherBuffer.bufferData(uvs);
  276. }
  277. void Shader::drawGLOnly(std::vector<unsigned short>& indices, glm::mat4 MVP,
  278. unsigned int texture, TextureStorage store,
  279. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  280. bindProperBuffer(target);
  281. shader.use();
  282. shader.loadUniform(0, MVP);
  283. shader.loadUniform(1, texture, store);
  284. shader.indexBuffer.bufferData(indices);
  285. shader.vertexBuffer.bindBuffer(0, 3);
  286. shader.otherBuffer.bindBuffer(1, 2);
  287. shader.indexBuffer.bindBuffer();
  288. gl::glDrawElements(mode, shader.indexBuffer.getSize(), gl::GL_UNSIGNED_SHORT, nullptr);
  289. shader.vertexBuffer.unbind(0);
  290. shader.otherBuffer.unbind(1);
  291. }
  292. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  293. glm::mat4 MVP, gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  294. bindProperBuffer(target);
  295. shader.use();
  296. shader.loadUniform(0, MVP);
  297. shader.vertexBuffer.bufferData(vertices);
  298. shader.otherBuffer.bufferData(colors);
  299. shader.vertexBuffer.bindBuffer(0, 3);
  300. shader.otherBuffer.bindBuffer(1, 3);
  301. gl::glDrawArrays(mode, 0, shader.vertexBuffer.getSize());
  302. shader.vertexBuffer.unbind(0);
  303. shader.otherBuffer.unbind(1);
  304. }
  305. void Shader::drawGL(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& colors,
  306. std::vector<unsigned short>& indices, glm::mat4 MVP,
  307. gl::GLenum mode, ShaderTexture* target, Shader& shader) {
  308. bindProperBuffer(target);
  309. shader.use();
  310. shader.loadUniform(0, MVP);
  311. shader.vertexBuffer.bufferData(vertices);
  312. shader.otherBuffer.bufferData(colors);
  313. shader.indexBuffer.bufferData(indices);
  314. shader.vertexBuffer.bindBuffer(0, 3);
  315. shader.otherBuffer.bindBuffer(1, 3);
  316. shader.indexBuffer.bindBuffer();
  317. gl::glDrawElements(mode, shader.indexBuffer.getSize(), gl::GL_UNSIGNED_SHORT, nullptr);
  318. shader.vertexBuffer.unbind(0);
  319. shader.otherBuffer.unbind(1);
  320. }
  321. // --------------------------------------
  322. // *INDENT-OFF*
  323. const char* Shader::textureShaderVertex = R"!?!(
  324. #version 330 core
  325. layout(location = 0) in vec3 vertexPosition_modelspace;
  326. layout(location = 1) in vec2 vertexUV;
  327. out vec2 UV;
  328. uniform mat4 MVP;
  329. void main() {
  330. vec4 pos = MVP * vec4(vertexPosition_modelspace.x,
  331. vertexPosition_modelspace.y,
  332. vertexPosition_modelspace.z,
  333. 1);
  334. gl_Position = pos;
  335. UV = vertexUV;
  336. }
  337. )!?!";
  338. const char* Shader::textureShaderFragment = R"!?!(
  339. #version 330 core
  340. in vec2 UV;
  341. layout(location = 0) out vec4 color;
  342. uniform sampler2D textureSampler;
  343. void main() {
  344. color = texture(textureSampler, UV);
  345. }
  346. )!?!";
  347. // --------------------------------------
  348. const char* Shader::colorShaderVertex = R"!?!(
  349. #version 330 core
  350. layout(location = 0) in vec3 vertexPosition_modelspace;
  351. layout(location = 1) in vec3 vertexColor;
  352. out vec3 color;
  353. uniform mat4 MVP;
  354. void main() {
  355. vec4 pos = MVP * vec4(vertexPosition_modelspace.x,
  356. vertexPosition_modelspace.y,
  357. vertexPosition_modelspace.z,
  358. 1);
  359. gl_Position = pos;
  360. color = vertexColor;
  361. }
  362. )!?!";
  363. const char* Shader::colorShaderFragment = R"!?!(
  364. #version 330 core
  365. in vec3 color;
  366. layout(location = 0) out vec4 color_out;
  367. void main() {
  368. color_out = vec4(color, 1);
  369. }
  370. )!?!";
  371. // --------------------------------------
  372. // *INDENT-ON*