// Copyright (C) 2015 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 namespace Nz { Shader::Shader() : m_linked(false), m_program(0) { } Shader::~Shader() { OnShaderRelease(this); Destroy(); } void Shader::AttachStage(ShaderStageType stage, const ShaderStage& shaderStage) { #if NAZARA_RENDERER_SAFE if (!m_program) { NazaraError("Invalid program"); return; } if (!shaderStage.IsValid()) { NazaraError("Invalid shader stage"); return; } if (!shaderStage.IsCompiled()) { NazaraError("Shader stage must be compiled"); return; } #endif unsigned int shader = shaderStage.GetOpenGLID(); #if NAZARA_RENDERER_SAFE if (std::find(m_attachedShaders[stage].begin(), m_attachedShaders[stage].end(), shader) != m_attachedShaders[stage].end()) { NazaraError("Shader stage is already attached"); return; } #endif glAttachShader(m_program, shader); m_attachedShaders[stage].push_back(shader); } bool Shader::AttachStageFromFile(ShaderStageType stage, const String& filePath) { ShaderStage shaderStage(stage); if (!shaderStage.IsValid()) { NazaraError("Failed to create shader stage"); return false; } shaderStage.SetSourceFromFile(filePath); if (!shaderStage.Compile()) { NazaraError("Failed to compile stage: " + shaderStage.GetLog()); return false; } AttachStage(stage, shaderStage); return true; } bool Shader::AttachStageFromSource(ShaderStageType stage, const char* source, unsigned int length) { ShaderStage shaderStage(stage); if (!shaderStage.IsValid()) { NazaraError("Failed to create shader stage"); return false; } shaderStage.SetSource(source, length); if (!shaderStage.Compile()) { NazaraError("Failed to compile stage: " + shaderStage.GetLog()); return false; } AttachStage(stage, shaderStage); return true; } bool Shader::AttachStageFromSource(ShaderStageType stage, const String& source) { ShaderStage shaderStage(stage); if (!shaderStage.IsValid()) { NazaraError("Failed to create shader stage"); return false; } shaderStage.SetSource(source); if (!shaderStage.Compile()) { NazaraError("Failed to compile stage: " + shaderStage.GetLog()); return false; } AttachStage(stage, shaderStage); return true; } void Shader::Bind() const { OpenGL::BindProgram(m_program); } bool Shader::Create() { Context::EnsureContext(); m_program = glCreateProgram(); if (!m_program) { NazaraError("Failed to create program"); return false; } m_linked = false; glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_InstanceData0], "InstanceData0"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_InstanceData1], "InstanceData1"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_InstanceData2], "InstanceData2"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_InstanceData3], "InstanceData3"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_InstanceData4], "InstanceData4"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_InstanceData5], "InstanceData5"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Color], "VertexColor"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Normal], "VertexNormal"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Position], "VertexPosition"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Tangent], "VertexTangent"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_TexCoord], "VertexTexCoord"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Userdata0], "VertexUserdata0"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Userdata1], "VertexUserdata1"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Userdata2], "VertexUserdata2"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Userdata3], "VertexUserdata3"); glBindAttribLocation(m_program, OpenGL::VertexComponentIndex[VertexComponent_Userdata4], "VertexUserdata4"); String uniform; uniform = "RenderTarget"; unsigned int maxRenderTargets = Renderer::GetMaxRenderTargets(); for (unsigned int i = 0; i < maxRenderTargets; ++i) { String uniformName = uniform + String::Number(i); glBindFragDataLocation(m_program, i, uniformName.GetConstBuffer()); } if (OpenGL::IsSupported(OpenGLExtension_GetProgramBinary)) glProgramParameteri(m_program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE); return true; } void Shader::Destroy() { if (m_program) { OnShaderDestroy(this); Context::EnsureContext(); OpenGL::DeleteProgram(m_program); m_program = 0; } } ByteArray Shader::GetBinary() const { ByteArray byteArray; Context::EnsureContext(); GLint binaryLength = 0; glGetProgramiv(m_program, GL_PROGRAM_BINARY_LENGTH, &binaryLength); if (binaryLength > 0) { byteArray.Reserve(sizeof(UInt64) + binaryLength); UInt8* buffer = byteArray.GetBuffer(); GLenum binaryFormat; glGetProgramBinary(m_program, binaryLength, nullptr, &binaryFormat, &buffer[sizeof(UInt64)]); // On stocke le format au début du binaire *reinterpret_cast(&buffer[0]) = binaryFormat; } return byteArray; } String Shader::GetLog() const { #if NAZARA_RENDERER_SAFE if (!m_program) { NazaraError("Shader is not initialized"); return String(); } #endif String log; GLint length = 0; glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &length); if (length > 1) // Le caractère de fin faisant partie du compte { log.Set(length - 1, '\0'); // La taille retournée est celle du buffer (Avec caractère de fin) glGetProgramInfoLog(m_program, length, nullptr, &log[0]); } else log = "No log."; return log; } String Shader::GetSourceCode(ShaderStageType stage) const { if (!HasStage(stage)) return String(); Context::EnsureContext(); static const char sep[] = "\n////////////////////////////////////////////////////////////////////////////////\n\n"; unsigned int totalLength = 0; for (unsigned int shader : m_attachedShaders[stage]) { GLint length; glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &length); totalLength += length - 1; } totalLength += (m_attachedShaders[stage].size()-1) * (sizeof(sep)/sizeof(char)); String source(totalLength, '\0'); unsigned int offset = 0; for (unsigned int shader : m_attachedShaders[stage]) { if (offset > 0) { std::memcpy(&source[offset], sep, sizeof(sep)); offset += sizeof(sep)/sizeof(char); } GLint length; glGetShaderSource(shader, totalLength, &length, &source[offset]); offset += length; } return source; } int Shader::GetUniformLocation(const String& name) const { Context::EnsureContext(); return glGetUniformLocation(m_program, name.GetConstBuffer()); } int Shader::GetUniformLocation(ShaderUniform shaderUniform) const { return m_uniformLocations[shaderUniform]; } bool Shader::HasStage(ShaderStageType stage) const { return !m_attachedShaders[stage].empty(); } bool Shader::IsBinaryRetrievable() const { return OpenGL::IsSupported(OpenGLExtension_GetProgramBinary); } bool Shader::IsLinked() const { return m_linked; } bool Shader::IsValid() const { return m_program != 0; } bool Shader::Link() { Context::EnsureContext(); glLinkProgram(m_program); return PostLinkage(); } bool Shader::LoadFromBinary(const void* buffer, unsigned int size) { #if NAZARA_RENDERER_SAFE if (!glProgramBinary) { NazaraError("GL_ARB_get_program_binary not supported"); return false; } if (!buffer || size < sizeof(UInt64)) { NazaraError("Invalid buffer"); return false; } #endif Context::EnsureContext(); const UInt8* ptr = reinterpret_cast(buffer); // On récupère le format au début du binaire ///TODO: ByteStream ? GLenum binaryFormat = static_cast(*reinterpret_cast(&ptr[0])); ptr += sizeof(UInt64); glProgramBinary(m_program, binaryFormat, ptr, size - sizeof(UInt64)); return PostLinkage(); } bool Shader::LoadFromBinary(const ByteArray& byteArray) { return LoadFromBinary(byteArray.GetConstBuffer(), byteArray.GetSize()); } void Shader::SendBoolean(int location, bool value) const { if (location == -1) return; if (glProgramUniform1i) glProgramUniform1i(m_program, location, value); else { OpenGL::BindProgram(m_program); glUniform1i(location, value); } } void Shader::SendColor(int location, const Color& color) const { if (location == -1) return; Vector4f vecColor(color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f); if (glProgramUniform4fv) glProgramUniform4fv(m_program, location, 1, vecColor); else { OpenGL::BindProgram(m_program); glUniform4fv(location, 1, vecColor); } } void Shader::SendDouble(int location, double value) const { if (location == -1) return; if (glProgramUniform1d) glProgramUniform1d(m_program, location, value); else { OpenGL::BindProgram(m_program); glUniform1d(location, value); } } void Shader::SendDoubleArray(int location, const double* values, unsigned int count) const { if (location == -1) return; if (glProgramUniform1dv) glProgramUniform1dv(m_program, location, count, values); else { OpenGL::BindProgram(m_program); glUniform1dv(location, count, values); } } void Shader::SendFloat(int location, float value) const { if (location == -1) return; if (glProgramUniform1f) glProgramUniform1f(m_program, location, value); else { OpenGL::BindProgram(m_program); glUniform1f(location, value); } } void Shader::SendFloatArray(int location, const float* values, unsigned int count) const { if (location == -1) return; if (glProgramUniform1fv) glProgramUniform1fv(m_program, location, count, values); else { OpenGL::BindProgram(m_program); glUniform1fv(location, count, values); } } void Shader::SendInteger(int location, int value) const { if (location == -1) return; if (glProgramUniform1i) glProgramUniform1i(m_program, location, value); else { OpenGL::BindProgram(m_program); glUniform1i(location, value); } } void Shader::SendIntegerArray(int location, const int* values, unsigned int count) const { if (location == -1) return; if (glProgramUniform1iv) glProgramUniform1iv(m_program, location, count, values); else { OpenGL::BindProgram(m_program); glUniform1iv(location, count, values); } } void Shader::SendMatrix(int location, const Matrix4d& matrix) const { if (location == -1) return; if (glProgramUniformMatrix4dv) glProgramUniformMatrix4dv(m_program, location, 1, GL_FALSE, matrix); else { OpenGL::BindProgram(m_program); glUniformMatrix4dv(location, 1, GL_FALSE, matrix); } } void Shader::SendMatrix(int location, const Matrix4f& matrix) const { if (location == -1) return; if (glProgramUniformMatrix4fv) glProgramUniformMatrix4fv(m_program, location, 1, GL_FALSE, matrix); else { OpenGL::BindProgram(m_program); glUniformMatrix4fv(location, 1, GL_FALSE, matrix); } } void Shader::SendVector(int location, const Vector2d& vector) const { if (location == -1) return; if (glProgramUniform2dv) glProgramUniform2dv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform2dv(location, 1, vector); } } void Shader::SendVector(int location, const Vector2f& vector) const { if (location == -1) return; if (glProgramUniform2fv) glProgramUniform2fv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform2fv(location, 1, vector); } } void Shader::SendVector(int location, const Vector2i& vector) const { if (location == -1) return; if (glProgramUniform2fv) glProgramUniform2iv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform2iv(location, 1, vector); } } void Shader::SendVector(int location, const Vector3d& vector) const { if (location == -1) return; if (glProgramUniform3dv) glProgramUniform3dv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform3dv(location, 1, vector); } } void Shader::SendVector(int location, const Vector3f& vector) const { if (location == -1) return; if (glProgramUniform3fv) glProgramUniform3fv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform3fv(location, 1, vector); } } void Shader::SendVector(int location, const Vector3i& vector) const { if (location == -1) return; if (glProgramUniform3iv) glProgramUniform3iv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform3iv(location, 1, vector); } } void Shader::SendVector(int location, const Vector4d& vector) const { if (location == -1) return; if (glProgramUniform4dv) glProgramUniform4dv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform4dv(location, 1, vector); } } void Shader::SendVector(int location, const Vector4f& vector) const { if (location == -1) return; if (glProgramUniform4fv) glProgramUniform4fv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform4fv(location, 1, vector); } } void Shader::SendVector(int location, const Vector4i& vector) const { if (location == -1) return; if (glProgramUniform4iv) glProgramUniform4iv(m_program, location, 1, vector); else { OpenGL::BindProgram(m_program); glUniform4iv(location, 1, vector); } } void Shader::SendVectorArray(int location, const Vector2d* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform2dv) glProgramUniform2dv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform2dv(location, count, reinterpret_cast(vectors)); } } void Shader::SendVectorArray(int location, const Vector2f* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform2fv) glProgramUniform2fv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform2fv(location, count, reinterpret_cast(vectors)); } } void Shader::SendVectorArray(int location, const Vector2i* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform2iv) glProgramUniform2iv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform2iv(location, count, reinterpret_cast(vectors)); } } void Shader::SendVectorArray(int location, const Vector3d* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform3dv) glProgramUniform3dv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform3dv(location, count, reinterpret_cast(vectors)); } } void Shader::SendVectorArray(int location, const Vector3f* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform3fv) glProgramUniform3fv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform3fv(location, count, reinterpret_cast(vectors)); } } void Shader::SendVectorArray(int location, const Vector3i* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform3iv) glProgramUniform3iv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform3iv(location, count, reinterpret_cast(vectors)); } } void Shader::SendVectorArray(int location, const Vector4d* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform4dv) glProgramUniform4dv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform4dv(location, count, reinterpret_cast(vectors)); } } void Shader::SendVectorArray(int location, const Vector4f* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform4fv) glProgramUniform4fv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform4fv(location, count, reinterpret_cast(vectors)); } } void Shader::SendVectorArray(int location, const Vector4i* vectors, unsigned int count) const { if (location == -1) return; if (glProgramUniform4iv) glProgramUniform4iv(m_program, location, count, reinterpret_cast(vectors)); else { OpenGL::BindProgram(m_program); glUniform4iv(location, count, reinterpret_cast(vectors)); } } bool Shader::Validate() const { #if NAZARA_RENDERER_SAFE if (!m_program) { NazaraError("Shader is not initialized"); return false; } #endif glValidateProgram(m_program); GLint success; glGetProgramiv(m_program, GL_VALIDATE_STATUS, &success); if (success == GL_TRUE) return true; else { NazaraError("Failed to validate shader: " + GetLog()); return false; } } unsigned int Shader::GetOpenGLID() const { return m_program; } bool Shader::IsStageSupported(ShaderStageType stage) { return ShaderStage::IsSupported(stage); } bool Shader::PostLinkage() { GLint success; glGetProgramiv(m_program, GL_LINK_STATUS, &success); m_linked = (success == GL_TRUE); if (m_linked) { // Pour éviter de se tromper entre le nom et la constante #define CacheUniform(name) m_uniformLocations[ShaderUniform_##name] = glGetUniformLocation(m_program, #name) CacheUniform(InvProjMatrix); CacheUniform(InvTargetSize); CacheUniform(InvViewMatrix); CacheUniform(InvViewProjMatrix); CacheUniform(InvWorldMatrix); CacheUniform(InvWorldViewMatrix); CacheUniform(InvWorldViewProjMatrix); CacheUniform(ProjMatrix); CacheUniform(TargetSize); CacheUniform(ViewMatrix); CacheUniform(ViewProjMatrix); CacheUniform(WorldMatrix); CacheUniform(WorldViewMatrix); CacheUniform(WorldViewProjMatrix); #undef CacheUniform OnShaderUniformInvalidated(this); return true; } else { NazaraError("Failed to link shader: " + GetLog()); return false; } } bool Shader::Initialize() { if (!ShaderLibrary::Initialize()) { NazaraError("Failed to initialise library"); return false; } return true; } void Shader::Uninitialize() { ShaderLibrary::Uninitialize(); } ShaderLibrary::LibraryMap Shader::s_library; }