openclonk/src/graphics/C4Shader.h

454 lines
14 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2014-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
// Shader implementation somewhere in the middle between easy and extensible.
#ifndef INC_C4Shader
#define INC_C4Shader
#include "C4ForbidLibraryCompilation.h"
#include "lib/StdMeshMath.h"
#include "graphics/C4Surface.h"
#ifdef _WIN32
#include "platform/C4windowswrapper.h"
#endif
#ifndef USE_CONSOLE
#include <GL/glew.h>
#endif
#include <stack>
// Shader version
const int C4Shader_Version = 150; // GLSL 1.50 / OpenGL 3.2
// Maximum number of texture coordinates
const int C4Shader_MaxTexCoords = 8;
// Maximum number of texture units per shader call
const int C4ShaderCall_MaxUnits = 32;
// Positions in fragment shader
const int C4Shader_PositionInit = 0;
const int C4Shader_PositionCoordinate = 20;
const int C4Shader_PositionTexture = 40;
const int C4Shader_PositionMaterial = 60;
const int C4Shader_PositionNormal = 80;
const int C4Shader_PositionLight = 100;
const int C4Shader_PositionColor = 120;
const int C4Shader_PositionFinish = 140;
const int C4Shader_LastPosition = 256;
// Positions in vertex shader
const int C4Shader_Vertex_TexCoordPos = 50;
const int C4Shader_Vertex_NormalPos = 60;
const int C4Shader_Vertex_ColorPos = 70;
const int C4Shader_Vertex_PositionPos = 80;
class C4Shader
{
friend class C4ShaderCall;
friend class C4ScriptUniform;
public:
C4Shader();
~C4Shader();
private:
StdStrBuf Name;
// Program texts
struct ShaderSlice {
int Position;
StdCopyStrBuf Text;
StdCopyStrBuf Source;
int SourceLine;
int SourceTime;
};
typedef std::list<ShaderSlice> ShaderSliceList;
ShaderSliceList VertexSlices, FragmentSlices;
std::vector<std::string> SourceFiles;
std::vector<std::string> Categories;
std::set<int> ScriptShaders;
int GetSourceFileId(const char *file) const;
// Last refresh check
C4TimeMilliseconds LastRefresh;
bool ScriptSlicesLoaded = false;
// Used texture coordinates
int iTexCoords{0};
#ifndef USE_CONSOLE
// shaders
GLuint hProg{0};
// shader variables
struct Variable { int address; const char* name; };
std::vector<Variable> Uniforms;
std::vector<Variable> Attributes;
#endif
public:
bool Initialised() const
{
#ifndef USE_CONSOLE
return hProg != 0;
#else
return true;
#endif
}
// Uniform getters
#ifndef USE_CONSOLE
GLint GetUniform(int iUniform) const
{
return iUniform >= 0 && static_cast<unsigned int>(iUniform) < Uniforms.size() ? Uniforms[iUniform].address : -1;
}
bool HaveUniform(int iUniform) const
{
return GetUniform(iUniform) != GLint(-1);
}
GLint GetAttribute(int iAttribute) const
{
return iAttribute >= 0 && static_cast<unsigned int>(iAttribute) < Attributes.size() ? Attributes[iAttribute].address : -1;
}
#else
int GetUniform(int iUniform) const
{
return -1;
}
bool HaveUniform(int iUniform) const
{
return false;
}
int GetAttribute(int iAttribute) const
{
return -1;
}
#endif
// Shader is composed from various slices
void AddDefine(const char* name);
void AddVertexSlice(int iPos, const char *szText);
void AddFragmentSlice(int iPos, const char *szText);
void AddVertexSlices(const char *szWhat, const char *szText, const char *szSource = "", int iFileTime = 0);
void AddFragmentSlices(const char *szWhat, const char *szText, const char *szSource = "", int iFileTime = 0);
bool LoadFragmentSlices(C4GroupSet *pGroupSet, const char *szFile);
bool LoadVertexSlices(C4GroupSet *pGroupSet, const char *szFile);
void SetScriptCategories(const std::vector<std::string>& categories);
// Assemble and link the shader. Should be called again after new slices are added.
bool Init(const char *szWhat, const char **szUniforms, const char **szAttributes);
bool Refresh();
void ClearSlices();
void Clear();
private:
void AddSlice(ShaderSliceList& slices, int iPos, const char *szText, const char *szSource, int line, int iFileTime);
void AddSlices(ShaderSliceList& slices, const char *szWhat, const char *szText, const char *szSource, int iFileTime);
bool LoadSlices(ShaderSliceList& slices, C4GroupSet *pGroupSet, const char *szFile);
int ParsePosition(const char *szWhat, const char **ppPos);
void LoadScriptSlices();
void LoadScriptSlice(int id);
StdStrBuf Build(const ShaderSliceList &Slices, bool fDebug = false);
#ifndef USE_CONSOLE
GLuint Create(GLenum iShaderType, const char *szWhat, const char *szShader);
void DumpInfoLog(const char *szWhat, GLuint hShader, bool forProgram);
#endif
public:
static bool IsLogging();
};
#ifndef USE_CONSOLE
class C4ShaderCall
{
friend class C4ScriptUniform;
public:
C4ShaderCall(const C4Shader *pShader)
: fStarted(false), pShader(pShader), iUnits(0)
{ }
~C4ShaderCall() { Finish(); }
GLint GetAttribute(int iAttribute) const
{
return pShader->GetAttribute(iAttribute);
}
private:
bool fStarted;
const C4Shader *pShader;
int iUnits;
public:
GLint AllocTexUnit(int iUniform);
// Setting uniforms... Lots of code duplication here, not quite sure whether
// something could be done about it.
void SetUniform1i(int iUniform, int iX) const {
if (pShader->HaveUniform(iUniform))
glUniform1i(pShader->GetUniform(iUniform), iX);
}
void SetUniform2i(int iUniform, int iX, int iY) const {
if (pShader->HaveUniform(iUniform))
glUniform2i(pShader->GetUniform(iUniform), iX, iY);
}
void SetUniform3i(int iUniform, int iX, int iY, int iZ) const {
if (pShader->HaveUniform(iUniform))
glUniform3i(pShader->GetUniform(iUniform), iX, iY, iZ);
}
void SetUniform4i(int iUniform, int iX, int iY, int iZ, int iW) const {
if (pShader->HaveUniform(iUniform))
glUniform4i(pShader->GetUniform(iUniform), iX, iY, iZ, iW);
}
void SetUniform1ui(int iUniform, unsigned int iX) const {
if (pShader->HaveUniform(iUniform))
glUniform1ui(pShader->GetUniform(iUniform), iX);
}
void Setuniform2ui(int iUniform, unsigned int iX, unsigned int iY) const {
if (pShader->HaveUniform(iUniform))
glUniform2ui(pShader->GetUniform(iUniform), iX, iY);
}
void Setuniform3ui(int iUniform, unsigned int iX, unsigned int iY, unsigned int iZ) const {
if (pShader->HaveUniform(iUniform))
glUniform3ui(pShader->GetUniform(iUniform), iX, iY, iZ);
}
void Setuniform4ui(int iUniform, unsigned int iX, unsigned int iY, unsigned int iZ, unsigned int iW) const {
if (pShader->HaveUniform(iUniform))
glUniform4ui(pShader->GetUniform(iUniform), iX, iY, iZ, iW);
}
void SetUniform1f(int iUniform, float gX) const {
if (pShader->HaveUniform(iUniform))
glUniform1f(pShader->GetUniform(iUniform), gX);
}
void SetUniform2f(int iUniform, float gX, float gY) const {
if (pShader->HaveUniform(iUniform))
glUniform2f(pShader->GetUniform(iUniform), gX, gY);
}
void SetUniform3f(int iUniform, float gX, float gY, float gZ) const {
if (pShader->HaveUniform(iUniform))
glUniform3f(pShader->GetUniform(iUniform), gX, gY, gZ);
}
void SetUniform4f(int iUniform, float gX, float gY, float gZ, float gW) const {
if (pShader->HaveUniform(iUniform))
glUniform4f(pShader->GetUniform(iUniform), gX, gY, gZ, gW);
}
void SetUniform1iv(int iUniform, int iLength, const int *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform1iv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform2iv(int iUniform, int iLength, const int *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform2iv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform3iv(int iUniform, int iLength, const int *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform3iv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform4iv(int iUniform, int iLength, const int *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform4iv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform1uiv(int iUniform, int iLength, const unsigned int *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform1uiv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform2uiv(int iUniform, int iLength, const unsigned int *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform2uiv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform3uiv(int iUniform, int iLength, const unsigned int *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform3uiv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform4uiv(int iUniform, int iLength, const unsigned int *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform4uiv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform1fv(int iUniform, int iLength, const float *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform1fv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform2fv(int iUniform, int iLength, const float *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform2fv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform3fv(int iUniform, int iLength, const float *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform3fv(pShader->GetUniform(iUniform), iLength, pVals);
}
void SetUniform4fv(int iUniform, int iLength, const float *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniform4fv(pShader->GetUniform(iUniform), iLength, pVals);
}
// Matrices are in row-major order
void SetUniformMatrix2x3fv(int iUniform, int iLength, const float* pVals) const {
if (pShader->HaveUniform(iUniform))
glUniformMatrix3x2fv(pShader->GetUniform(iUniform), iLength, GL_TRUE, pVals);
}
void SetUniformMatrix3x3fv(int iUniform, int iLength, const float *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniformMatrix3fv(pShader->GetUniform(iUniform), iLength, GL_TRUE, pVals);
}
void SetUniformMatrix3x4fv(int iUniform, int iLength, const float *pVals) const {
if (pShader->HaveUniform(iUniform))
glUniformMatrix4x3fv(pShader->GetUniform(iUniform), iLength, GL_TRUE, pVals);
}
void SetUniformMatrix4x4fv(int iUniform, int iLength, const float* pVals) const {
if (pShader->HaveUniform(iUniform))
glUniformMatrix4fv(pShader->GetUniform(iUniform), iLength, GL_TRUE, pVals);
}
void SetUniformMatrix3x3(int iUniform, const StdMeshMatrix& matrix)
{
if (pShader->HaveUniform(iUniform))
{
const float mat[9] = { matrix(0, 0), matrix(1, 0), matrix(2, 0), matrix(0, 1), matrix(1, 1), matrix(2, 1), matrix(0, 2), matrix(1, 2), matrix(2, 2) };
glUniformMatrix3fv(pShader->GetUniform(iUniform), 1, GL_FALSE, mat);
}
}
void SetUniformMatrix3x3Transpose(int iUniform, const StdMeshMatrix& matrix)
{
if (pShader->HaveUniform(iUniform))
{
const float mat[9] = { matrix(0, 0), matrix(0, 1), matrix(0, 2), matrix(1, 0), matrix(1, 1), matrix(1, 2), matrix(2, 0), matrix(2, 1), matrix(2, 2) };
glUniformMatrix3fv(pShader->GetUniform(iUniform), 1, GL_FALSE, mat);
}
}
void SetUniformMatrix3x4(int iUniform, const StdMeshMatrix& matrix)
{
if (pShader->HaveUniform(iUniform))
glUniformMatrix4x3fv(pShader->GetUniform(iUniform), 1, GL_TRUE, matrix.data());
}
void SetUniformMatrix4x4(int iUniform, const StdMeshMatrix& matrix)
{
if (pShader->HaveUniform(iUniform))
{
const float mat[16] = { matrix(0, 0), matrix(1, 0), matrix(2, 0), 0.0f, matrix(0, 1), matrix(1, 1), matrix(2, 1), 0.0f, matrix(0, 2), matrix(1, 2), matrix(2, 2), 0.0f, matrix(0, 3), matrix(1, 3), matrix(2, 3), 1.0f };
glUniformMatrix4fv(pShader->GetUniform(iUniform), 1, GL_FALSE, mat);
}
}
void SetUniformMatrix4x4(int iUniform, const StdProjectionMatrix& matrix)
{
if (pShader->HaveUniform(iUniform))
glUniformMatrix4fv(pShader->GetUniform(iUniform), 1, GL_TRUE, matrix.data());
}
void Start();
void Finish();
};
#else // USE_CONSOLE
class C4ShaderCall {
public:
C4ShaderCall(const C4Shader *) {};
};
#endif
class C4ScriptShader
{
friend class C4Shader;
friend class C4ShaderCall;
public:
enum ShaderType
{
VertexShader, // Note: Reloading is currently only implemented for fragment shaders.
FragmentShader,
};
private:
struct ShaderInstance
{
ShaderType type;
std::string source;
};
// Map of shader names -> ids. The indirection is there as each C4Shader
// may load script shaders from multiple categories.
std::map<std::string, std::set<int>> categories;
// Map of ids -> script-loaded shaders.
std::map<int, ShaderInstance> shaders;
int NextID = 0;
uint32_t LastUpdate = 0;
protected: // Interface for C4Shader friend class
std::set<int> GetShaderIDs(const std::vector<std::string>& cats);
public: // Interface for script
// Adds a shader, returns its id for removal.
int Add(const std::string& shaderName, ShaderType type, const std::string& source);
// Removes a shader, returning true on success.
bool Remove(int id);
};
extern C4ScriptShader ScriptShader;
class C4ScriptUniform
{
friend class C4Shader;
struct Uniform
{
#ifndef USE_CONSOLE
GLenum type;
union
{
int intVec[4];
// TODO: Support for other uniform types.
};
#endif
};
typedef std::map<std::string, Uniform> UniformMap;
std::stack<UniformMap> uniformStack;
public:
class Popper
{
C4ScriptUniform* p;
size_t size;
public:
Popper(C4ScriptUniform* p) : p(p), size(p->uniformStack.size()) { }
~Popper() { assert(size == p->uniformStack.size()); p->uniformStack.pop(); }
};
// Remove all uniforms.
void Clear();
// Walk the proplist `proplist.Uniforms` and add uniforms. Automatically pops when the return value is destroyed.
std::unique_ptr<Popper> Push(C4PropList* proplist);
// Apply uniforms to a shader call.
void Apply(C4ShaderCall& call);
C4ScriptUniform() { Clear(); }
};
#endif // INC_C4Shader