1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2024-12-26 14:45:48 +00:00
Aquaria/BBGE/Shader.cpp
fgenesis 836de14093 Implement multi-pass postprocessing shader.
This allows attaching multiple shader programs, processing the entire
screen as texture. Chaining shaders works, each shader will use
the output of the previous shader as input.
2013-06-15 02:38:49 +02:00

455 lines
13 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Shader.h"
#include "algorithmx.h"
#ifdef BBGE_BUILD_SHADERS
// GL_ARB_shader_objects
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB = NULL;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB = NULL;
PFNGLUNIFORM1FVARBPROC glUniform1fvARB = NULL;
PFNGLUNIFORM2FVARBPROC glUniform2fvARB = NULL;
PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
PFNGLUNIFORM1IVARBPROC glUniform1ivARB = NULL;
PFNGLUNIFORM2IVARBPROC glUniform2ivARB = NULL;
PFNGLUNIFORM3IVARBPROC glUniform3ivARB = NULL;
PFNGLUNIFORM4IVARBPROC glUniform4ivARB = NULL;
#endif
bool Shader::_wasInited = false;
bool Shader::_useShaders = false;
void Shader::staticInit()
{
if (_wasInited)
return;
_wasInited = true;
debugLog("Initializing shaders...");
#if defined(BBGE_BUILD_SHADERS) && defined(BBGE_BUILD_OPENGL)
char *ext = (char*)glGetString( GL_EXTENSIONS );
if( strstr( ext, "GL_ARB_shading_language_100" ) == NULL )
{
//This extension string indicates that the OpenGL Shading Language,
// version 1.00, is supported.
debugLog("GL_ARB_shading_language_100 extension was not found");
/*
MessageBox(NULL,"GL_ARB_shading_language_100 extension was not found",
"ERROR",MB_OK|MB_ICONEXCLAMATION);
*/
goto end;
}
if( strstr( ext, "GL_ARB_shader_objects" ) == NULL )
{
debugLog("GL_ARB_shader_objects extension was not found");
goto end;
}
else
{
#ifdef BBGE_BUILD_SDL
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)SDL_GL_GetProcAddress("glGetActiveUniformARB");
glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)SDL_GL_GetProcAddress("glUniform1fvARB");
glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)SDL_GL_GetProcAddress("glUniform2fvARB");
glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)SDL_GL_GetProcAddress("glUniform3fvARB");
glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)SDL_GL_GetProcAddress("glUniform4fvARB");
glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)SDL_GL_GetProcAddress("glUniform1ivARB");
glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)SDL_GL_GetProcAddress("glUniform2ivARB");
glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)SDL_GL_GetProcAddress("glUniform3ivARB");
glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)SDL_GL_GetProcAddress("glUniform4ivARB");
#endif
if( !glCreateProgramObjectARB || !glDeleteObjectARB || !glUseProgramObjectARB ||
!glCreateShaderObjectARB || !glCreateShaderObjectARB || !glCompileShaderARB ||
!glGetObjectParameterivARB || !glAttachObjectARB || !glGetInfoLogARB ||
!glLinkProgramARB || !glGetUniformLocationARB || !glGetActiveUniformARB ||
!glUniform1fvARB || !glUniform2fvARB || !glUniform3fvARB || !glUniform4fvARB ||
!glUniform1ivARB || !glUniform2ivARB || !glUniform3ivARB || !glUniform4ivARB)
{
glCreateProgramObjectARB = 0;
debugLog("One or more GL_ARB_shader_objects functions were not found");
goto end;
}
}
// everything fine when we are here
_useShaders = true;
#endif
end:
if (_useShaders)
debugLog("Shader support enabled.");
else
debugLog("Shader support not enabled.");
}
Shader::Shader()
{
addType(SCO_SHADER);
numUniforms = -1;
uniformsDirty = false;
#ifdef BBGE_BUILD_OPENGL
g_programObj = 0;
#endif
}
Shader::~Shader()
{
unload();
}
void Shader::unload()
{
#ifdef BBGE_BUILD_SHADERS
if (!_useShaders)
return;
if (g_programObj)
{
glDeleteObjectARB( g_programObj );
g_programObj = 0;
}
#endif
}
bool Shader::isLoaded() const
{
return g_programObj != 0;
}
void Shader::reload()
{
load(vertFile, fragFile);
}
void Shader::bind()
{
#ifdef BBGE_BUILD_SHADERS
if (!_useShaders)
return;
glUseProgramObjectARB(g_programObj);
_flushUniforms();
#endif
}
void Shader::unbind()
{
#ifdef BBGE_BUILD_SHADERS
if (!_useShaders)
return;
glUseProgramObjectARB(0);
#endif
}
unsigned int Shader::_compileShader(int type, const char *src, char *errbuf, size_t errbufsize)
{
#ifdef BBGE_BUILD_SHADERS
GLint compiled = 0;
GLhandleARB handle = glCreateShaderObjectARB(type);
if(!handle)
{
std::ostringstream os;
os << "Failed to create shader object of type " << type;
debugLog(os.str());
return 0;
}
glShaderSourceARB( handle, 1, &src, NULL );
glCompileShaderARB( handle);
glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
glGetInfoLogARB(handle, errbufsize, NULL, errbuf);
if(!compiled)
{
glDeleteObjectARB(handle);
handle = 0;
}
GLint err = glGetError();
if(err != GL_NO_ERROR)
{
std::ostringstream os;
os << "Shader::_compileShader: Unexpected error " << err;
errorLog(os.str());
}
return handle;
#endif
return 0;
}
void Shader::load(const std::string &file, const std::string &fragFile)
{
staticInit();
if(!_useShaders)
return;
debugLog("Shader::load("+file+", "+fragFile+")");
this->vertFile = file;
this->fragFile = fragFile;
char *vertCode = file.length() ? readFile(file) : NULL;
char *fragCode = fragFile.length() ? readFile(fragFile) : NULL;
loadSrc(vertCode, fragCode);
delete [] vertCode;
delete [] fragCode;
}
void Shader::loadSrc(const char *vertCode, const char *fragCode)
{
staticInit();
unload();
if(!_useShaders)
return;
#ifdef BBGE_BUILD_SHADERS
char str[4096];
GLhandleARB vertexShader = 0;
GLhandleARB fragmentShader = 0;
//
// Create the vertex shader...
//
if(vertCode && *vertCode && !(vertexShader = _compileShader(GL_VERTEX_SHADER_ARB, vertCode, str, sizeof(str))))
{
std::ostringstream os;
os << "Vertex Shader Compile Error [" << vertFile << "]:\n" << str;
errorLog(os.str());
return;
}
//
// Create the fragment shader...
//
if(fragCode && *fragCode && !(fragmentShader = _compileShader(GL_FRAGMENT_SHADER_ARB, fragCode, str, sizeof(str))))
{
std::ostringstream os;
os << "Fragment Shader Compile Error [" << fragFile << "]:\n" << str;
errorLog(os.str());
return;
}
//
// Create a program object and attach the two compiled shaders...
//
g_programObj = glCreateProgramObjectARB();
if (!(g_programObj && (vertexShader || fragmentShader)))
{
errorLog("programObj / vertexShader / fragmentShader problem");
unload();
return;
}
//
// Link the program object and print out the info log...
//
if(vertexShader)
glAttachObjectARB( g_programObj, vertexShader );
if(fragmentShader)
glAttachObjectARB( g_programObj, fragmentShader );
glLinkProgramARB( g_programObj );
// Shader objects will be deleted as soon as the program object is deleted
if(vertexShader)
glDeleteObjectARB(vertexShader);
if(fragmentShader)
glDeleteObjectARB(fragmentShader);
GLint bLinked;
glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked );
if(!bLinked)
{
glGetInfoLogARB( g_programObj, sizeof(str), NULL, str );
std::ostringstream os;
os << "Shader Linking Error: " << str;
errorLog(os.str());
unload();
return;
}
_queryUniforms();
#endif
}
void Shader::_setUniform(Uniform *u)
{
/*if(u->location == -1)
{
u->location = glGetUniformLocationARB(g_programObj, u->name);
if(u->location == -1)
{
u->dirty = false;
return;
}
}*/
switch(u->type)
{
case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f); break;
case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f); break;
case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f); break;
case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f); break;
case GL_INT: glUniform1ivARB(u->location, 1, u->data.i); break;
case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i); break;
case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i); break;
case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i); break;
}
u->dirty = false;
}
void Shader::_flushUniforms()
{
if(!uniformsDirty)
return;
uniformsDirty = false;
for(size_t i = 0; i < uniforms.size(); ++i)
{
Uniform &u = uniforms[i];
if(u.dirty)
_setUniform(&u);
}
}
// for sorting
bool Shader::_sortUniform(const Uniform& a, const char *bname)
{
return strcmp(a.name, bname) < 0;
}
bool Shader::Uniform::operator< (const Uniform& b) const
{
return Shader::_sortUniform(*this, &b.name[0]);
}
void Shader::_queryUniforms()
{
glGetObjectParameterivARB(g_programObj, GL_OBJECT_ACTIVE_UNIFORMS_ARB , &numUniforms);
if (numUniforms <= 0)
return;
uniforms.reserve(numUniforms);
for (unsigned int i = 0; i < numUniforms; ++i)
{
Uniform u;
GLint size = 0;
GLenum type = 0;
glGetActiveUniformARB(g_programObj, i, sizeof(u.name), NULL, &size, &type, &u.name[0]);
if(!type || !size)
continue;
u.location = glGetUniformLocationARB(g_programObj, u.name);
if(u.location == -1)
continue;
u.dirty = false;
u.type = type;
memset(&u.data, 0, sizeof(u.data));
uniforms.push_back(u);
}
// sort to be able to do binary search later
std::sort(uniforms.begin(), uniforms.end());
}
int Shader::_getUniformIndex(const char *name)
{
// binary search
UniformVec::iterator it = stdx_fg::lower_bound(uniforms.begin(), uniforms.end(), name, _sortUniform);
// because lower_bound returns the first element that compares less, it might not be the correct one
if(it != uniforms.end() && strcmp(it->name, name))
return -1;
return int(it - uniforms.begin());
}
void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, int w /* = 0 */)
{
#if BBGE_BUILD_SHADERS
if(!g_programObj || numUniforms <= 0)
return;
int idx = _getUniformIndex(name);
if(unsigned(idx) >= uniforms.size())
return;
Uniform& u = uniforms[idx];
u.data.i[0] = x;
u.data.i[1] = y;
u.data.i[2] = z;
u.data.i[3] = w;
u.dirty = true;
uniformsDirty = true;
#endif
}
void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* = 0 */, float w /* = 0 */)
{
#if BBGE_BUILD_SHADERS
if(!g_programObj || numUniforms <= 0)
return;
int idx = _getUniformIndex(name);
if(unsigned(idx) >= uniforms.size())
return;
Uniform& u = uniforms[idx];
u.data.f[0] = x;
u.data.f[1] = y;
u.data.f[2] = z;
u.data.f[3] = w;
u.dirty = true;
uniformsDirty = true;
#endif
}