// Copyright (C) 2012 Jérôme Leclercq // This file is part of the "Nazara Engine - Renderer module" // For conditions of distribution and use, see copyright notice in Config.hpp #include #include #include #include #include #include #include #include #include namespace { GLuint lockedPrevious = 0; nzUInt8 lockedLevel = 0; } NzGLSLShader::NzGLSLShader(NzShader* parent) : m_parent(parent) { } bool NzGLSLShader::Bind() { #if NAZARA_RENDERER_SAFE if (lockedLevel > 0) { NazaraError("Cannot bind shader while a shader is locked"); return false; } #endif #ifdef NAZARA_DEBUG if (NzContext::GetCurrent() == nullptr) { NazaraError("No active context"); return false; } #endif glUseProgram(m_program); return true; } bool NzGLSLShader::BindTextures() { for (auto it = m_textures.begin(); it != m_textures.end(); ++it) { TextureSlot& slot = it->second; if (slot.enabled) NzRenderer::SetTexture(slot.unit, slot.texture); } return true; } bool NzGLSLShader::Compile() { NzContext::EnsureContext(); m_idCache.clear(); m_textures.clear(); glLinkProgram(m_program); GLint success; glGetProgramiv(m_program, GL_LINK_STATUS, &success); if (success == GL_TRUE) { static NzString successStr("Linkage successful"); m_log = successStr; return true; } else { // On remplit le log avec l'erreur de compilation GLint length = 0; glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &length); if (length > 1) { m_log.Clear(true); m_log.Reserve(length+15-2); // La taille retournée est celle du buffer (Avec caractère de fin) m_log.Prepend("Linkage error: "); m_log.Resize(length+15-2); // Extension du buffer d'écriture pour ajouter le log glGetProgramInfoLog(m_program, length-1, nullptr, &m_log[19]); } else m_log = "Linkage failed but no info log found"; NazaraError(m_log); return false; } } bool NzGLSLShader::Create() { NzContext::EnsureContext(); m_program = glCreateProgram(); if (!m_program) { NazaraError("Failed to create program"); return false; } glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Position], "Position"); glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Normal], "Normal"); glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Diffuse], "Diffuse"); glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_Tangent], "Tangent"); NzString uniform; static const unsigned int maxTexCoords = NzRenderer::GetMaxTextureUnits(); uniform.Reserve(10); // 8 + 2 uniform = "TexCoord"; for (unsigned int i = 0; i < maxTexCoords; ++i) { NzString uniformName = uniform + NzString::Number(i); glBindAttribLocation(m_program, NzOpenGL::AttributeIndex[nzElementUsage_TexCoord]+i, uniformName.GetConstBuffer()); } static const bool mrtSupported = NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets); if (mrtSupported) { static const unsigned int maxRenderTargets = NzRenderer::GetMaxRenderTargets(); uniform.Reserve(14); // 12 + 2 uniform = "RenderTarget"; for (unsigned int i = 0; i < maxRenderTargets; ++i) { NzString uniformName = uniform + NzString::Number(i); glBindFragDataLocation(m_program, i, uniformName.GetConstBuffer()); } } for (int i = 0; i <= nzShaderType_Max; ++i) m_shaders[i] = 0; return true; } void NzGLSLShader::Destroy() { NzContext::EnsureContext(); for (auto it = m_textures.begin(); it != m_textures.end(); ++it) it->second.texture->RemoveResourceListener(this); for (GLuint shader : m_shaders) { if (shader) glDeleteShader(shader); } if (m_program) glDeleteProgram(m_program); } NzString NzGLSLShader::GetLog() const { return m_log; } nzShaderLanguage NzGLSLShader::GetLanguage() const { return nzShaderLanguage_GLSL; } NzString NzGLSLShader::GetSourceCode(nzShaderType type) const { NzContext::EnsureContext(); NzString source; GLint length; glGetShaderiv(m_shaders[type], GL_SHADER_SOURCE_LENGTH, &length); if (length > 1) { source.Resize(length-1); // La taille retournée est celle du buffer (Avec caractère de fin) glGetShaderSource(m_shaders[type], length, nullptr, &source[0]); } return source; } int NzGLSLShader::GetUniformLocation(const NzString& name) const { std::map::const_iterator it = m_idCache.find(name); GLint id; if (it == m_idCache.end()) { NzContext::EnsureContext(); id = glGetUniformLocation(m_program, name.GetConstBuffer()); m_idCache[name] = id; } else id = it->second; return id; } bool NzGLSLShader::IsLoaded(nzShaderType type) const { return m_shaders[type] != 0; } bool NzGLSLShader::Load(nzShaderType type, const NzString& source) { NzContext::EnsureContext(); GLuint shader = glCreateShader(NzOpenGL::ShaderType[type]); if (!shader) { m_log = "Failed to create shader object"; NazaraError(m_log); return false; } const char* tmp = source.GetConstBuffer(); GLint length = source.GetSize(); glShaderSource(shader, 1, &tmp, &length); glCompileShader(shader); GLint success; glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (success == GL_TRUE) { glAttachShader(m_program, shader); m_shaders[type] = shader; static NzString successStr("Compilation successful"); m_log = successStr; return true; } else { // On remplit le log avec l'erreur de compilation length = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); if (length > 1) { m_log.Clear(true); m_log.Reserve(length+19-2); // La taille retournée est celle du buffer (Avec caractère de fin) m_log.Prepend("Compilation error: "); m_log.Resize(length+19-2); // Extension du buffer d'écriture pour ajouter le log glGetShaderInfoLog(shader, length-1, nullptr, &m_log[19]); } else m_log = "Compilation failed but no info log found"; NazaraError(m_log); glDeleteShader(shader); return false; } } bool NzGLSLShader::Lock() { if (lockedLevel++ == 0) { NzContext::EnsureContext(); GLint previous; glGetIntegerv(GL_CURRENT_PROGRAM, &previous); lockedPrevious = previous; if (lockedPrevious != m_program) glUseProgram(m_program); } return true; } bool NzGLSLShader::SendBoolean(int location, bool value) { if (glProgramUniform1i) glProgramUniform1i(m_program, location, value); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform1i(location, value); Unlock(); } return true; } bool NzGLSLShader::SendColor(int location, const NzColor& color) { NzVector3f vecColor(color.r/255.f, color.g/255.f, color.b/255.f); if (glProgramUniform3fv) glProgramUniform3fv(m_program, location, 1, vecColor); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform3fv(location, 1, vecColor); Unlock(); } return true; } bool NzGLSLShader::SendDouble(int location, double value) { if (glProgramUniform1d) glProgramUniform1d(m_program, location, value); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform1d(location, value); Unlock(); } return true; } bool NzGLSLShader::SendFloat(int location, float value) { if (glProgramUniform1f) glProgramUniform1f(m_program, location, value); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform1f(location, value); Unlock(); } return true; } bool NzGLSLShader::SendInteger(int location, int value) { if (glProgramUniform1i) glProgramUniform1i(m_program, location, value); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform1i(location, value); Unlock(); } return true; } bool NzGLSLShader::SendMatrix(int location, const NzMatrix4d& matrix) { if (glProgramUniformMatrix4dv) glProgramUniformMatrix4dv(m_program, location, 1, GL_FALSE, matrix); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniformMatrix4dv(location, 1, GL_FALSE, matrix); Unlock(); } return true; } bool NzGLSLShader::SendMatrix(int location, const NzMatrix4f& matrix) { if (glProgramUniformMatrix4fv) glProgramUniformMatrix4fv(m_program, location, 1, GL_FALSE, matrix); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniformMatrix4fv(location, 1, GL_FALSE, matrix); Unlock(); } return true; } bool NzGLSLShader::SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit) { auto it = m_textures.find(location); if (it != m_textures.end()) { // Slot déjà utilisé TextureSlot& slot = it->second; if (slot.texture != texture) { slot.texture->RemoveResourceListener(this); if (texture) { slot.texture = texture; slot.texture->AddResourceListener(this, location); slot.updated = false; } else m_textures.erase(it); // On supprime le slot } if (textureUnit) *textureUnit = slot.unit; } else { static const unsigned int maxUnits = NzRenderer::GetMaxTextureUnits(); unsigned int unitUsed = m_textures.size(); if (unitUsed >= maxUnits) { NazaraError("Unable to use texture for shader: all available texture units are used"); return false; } // À partir d'ici nous savons qu'il y a au moins un identifiant de texture libre nzUInt8 unit; if (unitUsed == 0) // Pas d'unité utilisée, la tâche est simple unit = 0; else { auto it2 = m_textures.rbegin(); // Itérateur vers la fin de la map unit = it2->second.unit; if (unit == maxUnits-1) { // Il y a une place libre, mais pas à la fin for (; it2 != m_textures.rend(); ++it2) { if (unit - it2->second.unit > 1) // Si l'espace entre les indices est supérieur à 1, alors il y a une place libre { unit--; break; } } } else // Il y a une place libre à la fin unit++; } TextureSlot slot; slot.enabled = texture->IsValid(); slot.unit = unit; slot.texture = texture; if (slot.enabled) { if (glProgramUniform1i) glProgramUniform1i(m_program, location, unit); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform1i(location, unit); Unlock(); } } m_textures[location] = slot; texture->AddResourceListener(this, location); if (textureUnit) *textureUnit = unit; } return true; } bool NzGLSLShader::SendVector(int location, const NzVector2d& vector) { if (glProgramUniform2dv) glProgramUniform2dv(m_program, location, 1, vector); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform2dv(location, 1, vector); Unlock(); } return true; } bool NzGLSLShader::SendVector(int location, const NzVector2f& vector) { if (glProgramUniform2fv) glProgramUniform2fv(m_program, location, 1, vector); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform2fv(location, 1, vector); Unlock(); } return true; } bool NzGLSLShader::SendVector(int location, const NzVector3d& vector) { if (glProgramUniform3dv) glProgramUniform3dv(m_program, location, 1, vector); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform3dv(location, 1, vector); Unlock(); } return true; } bool NzGLSLShader::SendVector(int location, const NzVector3f& vector) { if (glProgramUniform3fv) glProgramUniform3fv(m_program, location, 1, vector); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform3fv(location, 1, vector); Unlock(); } return true; } bool NzGLSLShader::SendVector(int location, const NzVector4d& vector) { if (glProgramUniform4dv) glProgramUniform4dv(m_program, location, 1, vector); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform4dv(location, 1, vector); Unlock(); } return true; } bool NzGLSLShader::SendVector(int location, const NzVector4f& vector) { if (glProgramUniform4fv) glProgramUniform4fv(m_program, location, 1, vector); else { if (!Lock()) { NazaraError("Failed to lock shader"); return false; } glUniform4fv(location, 1, vector); Unlock(); } return true; } void NzGLSLShader::Unbind() { #ifdef NAZARA_DEBUG if (NzContext::GetCurrent() == nullptr) { NazaraError("No active context"); return; } #endif glUseProgram(0); } void NzGLSLShader::Unlock() { #ifdef NAZARA_DEBUG if (NzContext::GetCurrent() == nullptr) { NazaraError("No active context"); return; } #endif #if NAZARA_RENDERER_SAFE if (lockedLevel == 0) { NazaraWarning("Unlock called on non-locked texture"); return; } #endif if (--lockedLevel == 0 && lockedPrevious != m_program) glUseProgram(lockedPrevious); } void NzGLSLShader::OnResourceCreated(const NzResource* resource, int index) { NazaraUnused(resource); auto it = m_textures.find(index); #ifdef NAZARA_DEBUG if (it == m_textures.end()) { NazaraInternalError("Invalid index (" + NzString::Number(index) + ')'); return; } #endif TextureSlot& slot = it->second; #ifdef NAZARA_DEBUG if (slot.texture != resource) { NazaraInternalError("Wrong texture at location #" + NzString::Number(index)); return; } #endif slot.enabled = true; slot.updated = false; } void NzGLSLShader::OnResourceDestroy(const NzResource* resource, int index) { NazaraUnused(resource); auto it = m_textures.find(index); #ifdef NAZARA_DEBUG if (it == m_textures.end()) { NazaraInternalError("Invalid index (" + NzString::Number(index) + ')'); return; } #endif TextureSlot& slot = it->second; #ifdef NAZARA_DEBUG if (slot.texture != resource) { NazaraInternalError("Wrong texture at location #" + NzString::Number(index)); return; } #endif slot.enabled = false; } void NzGLSLShader::OnResourceReleased(const NzResource* resource, int index) { if (m_textures.erase(index) == 0) NazaraInternalError("Texture " + NzString::Pointer(resource) + " not found"); resource->RemoveResourceListener(this); }