NazaraEngine/src/Nazara/Renderer/Shader.cpp

842 lines
19 KiB
C++

// Copyright (C) 2017 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 <Nazara/Renderer/Shader.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Renderer/Context.hpp>
#include <Nazara/Renderer/OpenGL.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/ShaderStage.hpp>
#include <Nazara/Renderer/Debug.hpp>
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<UInt64*>(&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<const UInt8*>(buffer);
// On récupère le format au début du binaire
///TODO: ByteStream ?
GLenum binaryFormat = static_cast<GLenum>(*reinterpret_cast<const UInt64*>(&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<const double*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform2dv(location, count, reinterpret_cast<const double*>(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<const float*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform2fv(location, count, reinterpret_cast<const float*>(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<const int*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform2iv(location, count, reinterpret_cast<const int*>(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<const double*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform3dv(location, count, reinterpret_cast<const double*>(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<const float*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform3fv(location, count, reinterpret_cast<const float*>(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<const int*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform3iv(location, count, reinterpret_cast<const int*>(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<const double*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform4dv(location, count, reinterpret_cast<const double*>(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<const float*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform4fv(location, count, reinterpret_cast<const float*>(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<const int*>(vectors));
else
{
OpenGL::BindProgram(m_program);
glUniform4iv(location, count, reinterpret_cast<const int*>(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;
}