NazaraEngine/src/Nazara/Renderer/ShaderBuilder.cpp

504 lines
15 KiB
C++

// Copyright (C) 2013 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/OpenGL.hpp>
#include <Nazara/Renderer/ShaderBuilder.hpp>
#include <Nazara/Core/Log.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <memory>
#include <unordered_map>
#include <Nazara/Renderer/Debug.hpp>
namespace
{
std::unordered_map<nzUInt32, NzShader*> s_shaders;
NzString BuildFragmentShaderSource(nzUInt32 flags)
{
bool glsl140 = (NzOpenGL::GetVersion() >= 310);
//bool useMRT = (glsl140 && NzRenderer::HasCapability(nzRendererCap_MultipleRenderTargets));
NzString inKW = (glsl140) ? "in" : "varying";
NzString fragmentColorKW = (glsl140) ? "RenderTarget0" : "gl_FragColor";
NzString sourceCode;
sourceCode.Reserve(1024); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
/********************Préprocesseur********************/
sourceCode = "#version ";
if (glsl140)
sourceCode += "140\n";
else
sourceCode += "110\n";
sourceCode += '\n';
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "#define LIGHT_DIRECTIONAL 0\n"
"#define LIGHT_POINT 1\n"
"#define LIGHT_SPOT 2\n"
"#define MAX_LIGHTS 8\n"
"\n";
}
sourceCode += '\n';
/********************Uniformes********************/
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "struct Light\n"
"{\n"
"int type;\n"
"vec4 ambient;\n"
"vec4 diffuse;\n"
"vec4 specular;\n"
"\n"
"vec4 parameters1;\n"
"vec4 parameters2;\n"
"vec2 parameters3;\n"
"};\n"
"\n";
}
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "uniform vec3 CameraPosition;\n"
"uniform int LightCount;\n"
"uniform Light Lights[MAX_LIGHTS];\n"
"uniform vec4 MaterialAmbient;\n";
}
if ((flags & nzShaderFlags_DiffuseMapping) == 0 || flags & nzShaderFlags_Lighting)
sourceCode += "uniform vec4 MaterialDiffuse;\n";
if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += "uniform sampler2D MaterialDiffuseMap;\n";
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderFlags_NormalMapping)
sourceCode += "uniform sampler2D MaterialNormalMap;\n";
sourceCode += "uniform float MaterialShininess;\n"
"uniform vec4 MaterialSpecular;\n";
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "uniform sampler2D MaterialSpecularMap;\n";
sourceCode += "uniform vec4 SceneAmbient;\n";
}
sourceCode += '\n';
/********************Entrant********************/
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderFlags_NormalMapping)
sourceCode += inKW + " mat3 vLightToWorld;\n";
else
sourceCode += inKW + " vec3 vNormal;\n";
}
if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping)
sourceCode += inKW + " vec2 vTexCoord;\n";
if (flags & nzShaderFlags_Lighting)
sourceCode += inKW + " vec3 vWorldPos;\n";
sourceCode += '\n';
/********************Sortant********************/
if (glsl140)
sourceCode += "out vec4 RenderTarget0;\n";
sourceCode += '\n';
/********************Fonctions********************/
sourceCode += "void main()\n"
"{\n";
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "vec3 light = vec3(0.0, 0.0, 0.0);\n";
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "vec3 si = vec3(0.0, 0.0, 0.0);\n";
if (flags & nzShaderFlags_NormalMapping)
sourceCode += "vec3 normal = normalize(vLightToWorld * (2.0 * vec3(texture2D(MaterialNormalMap, vTexCoord)) - 1.0));\n";
else
sourceCode += "vec3 normal = normalize(vNormal);\n";
sourceCode += "\n"
"for (int i = 0; i < LightCount; ++i)\n"
"{\n";
if (glsl140)
{
sourceCode += "switch (Lights[i].type)\n"
"{\n"
"case LIGHT_DIRECTIONAL:\n";
}
else // Le GLSL 110 n'a pas d'instruction switch
sourceCode += "if (Lights[i].type == LIGHT_DIRECTIONAL)\n";
// Directional Light
sourceCode += "{\n"
"vec3 lightDir = normalize(-Lights[i].parameters1.xyz);\n"
"light += Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
"\n"
"float lambert = max(dot(normal, lightDir), 0.0);\n"
"light += lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
"\n"
"if (MaterialShininess > 0.0)\n"
"{\n"
"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
"vec3 reflection = reflect(-lightDir, normal);\n"
"\n"
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "si";
else
sourceCode += "light";
sourceCode += " += specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
"}\n";
if (glsl140)
{
sourceCode += "break;\n"
"}\n"
"\n"
"case LIGHT_POINT:\n";
}
else
sourceCode += "}\n"
"else if (Lights[i].type == LIGHT_POINT)\n";
// Point Light
sourceCode += "{\n"
"vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;\n"
"\n"
"float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*length(lightDir), 0.0);\n"
"light += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
"\n"
"lightDir = normalize(lightDir);\n"
"float lambert = max(dot(normal, lightDir), 0.0);\n"
"light += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
"\n"
"if (MaterialShininess > 0.0)\n"
"{\n"
"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
"vec3 reflection = reflect(-lightDir, normal);\n"
"\n"
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "si";
else
sourceCode += "light";
sourceCode += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
"}\n";
if (glsl140)
{
sourceCode += "break;\n"
"}\n"
"\n"
"case LIGHT_SPOT:\n";
}
else
{
sourceCode += "}\n"
"else if (Lights[i].type == LIGHT_SPOT)\n";
}
// Spot Light
sourceCode += "{\n"
"vec3 lightDir = Lights[i].parameters1.xyz - vWorldPos;\n"
"\n"
"float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*length(lightDir), 0.0);\n"
"light += att * Lights[i].ambient.rgb * (MaterialAmbient.rgb + SceneAmbient.rgb);\n"
"\n"
"lightDir = normalize(lightDir);\n"
"\n"
"float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);\n"
"float outerAngle = Lights[i].parameters3.y;\n"
"float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;\n"
"float lambert = max(dot(normal, lightDir), 0.0);\n"
"att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);\n"
"light += att * lambert * Lights[i].diffuse.rgb * MaterialDiffuse.rgb;\n"
"\n"
"if (MaterialShininess > 0.0)\n"
"{\n"
"vec3 eyeVec = normalize(CameraPosition - vWorldPos);\n"
"vec3 reflection = reflect(-lightDir, normal);\n"
"\n"
"float specular = pow(max(dot(reflection, eyeVec), 0.0), MaterialShininess);\n";
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += "si";
else
sourceCode += "light";
sourceCode += " += att * specular * Lights[i].specular.rgb * MaterialSpecular.rgb;\n"
"}\n";
if (glsl140)
{
sourceCode += "break;\n"
"}\n"
"default:\n"
"break;\n"
"}\n";
}
else
sourceCode += "}\n";
sourceCode += "}\n"
"\n";
sourceCode += fragmentColorKW + " = vec4(light, MaterialDiffuse.a)";
if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += "*texture2D(MaterialDiffuseMap, vTexCoord)";
if (flags & nzShaderFlags_SpecularMapping)
sourceCode += " + vec4(si, MaterialDiffuse.a)*texture2D(MaterialSpecularMap, vTexCoord)"; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
sourceCode += ";\n";
}
else if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += fragmentColorKW + " = texture2D(MaterialDiffuseMap, vTexCoord);\n";
else
sourceCode += fragmentColorKW + " = MaterialDiffuse;\n";
sourceCode += "}\n";
return sourceCode;
}
NzString BuildVertexShaderSource(nzUInt32 flags)
{
bool glsl140 = (NzOpenGL::GetVersion() >= 310);
NzString inKW = (glsl140) ? "in" : "attribute";
NzString outKW = (glsl140) ? "out" : "varying";
NzString sourceCode;
sourceCode.Reserve(512); // Le shader peut faire plus, mais cela évite déjà beaucoup de petites allocations
/********************Version de GLSL********************/
sourceCode = "#version ";
if (glsl140)
sourceCode += "140\n";
else
sourceCode += "110\n";
sourceCode += '\n';
/********************Uniformes********************/
if (flags & nzShaderFlags_Instancing)
sourceCode += "uniform mat4 ViewProjMatrix;\n";
else
{
if (flags & nzShaderFlags_Lighting)
sourceCode += "uniform mat4 WorldMatrix;\n";
sourceCode += "uniform mat4 WorldViewProjMatrix;\n";
}
sourceCode += '\n';
/********************Entrant********************/
if (flags & nzShaderFlags_Instancing)
sourceCode += inKW + " mat4 InstanceMatrix;\n";
sourceCode += inKW + " vec3 VertexPosition;\n";
if (flags & nzShaderFlags_Lighting)
{
sourceCode += inKW + " vec3 VertexNormal;\n";
sourceCode += inKW + " vec3 VertexTangent;\n";
}
if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += inKW + " vec2 VertexTexCoord0;\n";
sourceCode += '\n';
/********************Sortant********************/
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderFlags_NormalMapping)
sourceCode += outKW + " mat3 vLightToWorld;\n";
else
sourceCode += outKW + " vec3 vNormal;\n";
}
if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping)
sourceCode += outKW + " vec2 vTexCoord;\n";
if (flags & nzShaderFlags_Lighting)
sourceCode += outKW + " vec3 vWorldPos;\n";
sourceCode += '\n';
/********************Code********************/
sourceCode += "void main()\n"
"{\n";
if (flags & nzShaderFlags_Instancing)
sourceCode += "gl_Position = ViewProjMatrix * InstanceMatrix * vec4(VertexPosition, 1.0);\n";
else
sourceCode += "gl_Position = WorldViewProjMatrix * vec4(VertexPosition, 1.0);\n";
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderFlags_Instancing)
{
if (glsl140)
sourceCode += "mat3 rotationMatrix = mat3(InstanceMatrix);\n";
else
sourceCode += "mat3 rotationMatrix = mat3(InstanceMatrix[0], InstanceMatrix[1], InstanceMatrix[2]);\n";
}
else
{
if (glsl140)
sourceCode += "mat3 rotationMatrix = mat3(WorldMatrix);\n";
else
sourceCode += "mat3 rotationMatrix = mat3(WorldMatrix[0], WorldMatrix[1], WorldMatrix[2]);\n";
}
if (flags & nzShaderFlags_NormalMapping)
{
sourceCode += "\n"
"vec3 binormal = cross(VertexNormal, VertexTangent);\n"
"vLightToWorld[0] = normalize(rotationMatrix * VertexTangent);\n"
"vLightToWorld[1] = normalize(rotationMatrix * binormal);\n"
"vLightToWorld[2] = normalize(rotationMatrix * VertexNormal);\n"
"\n";
}
else
sourceCode += "vNormal = normalize(rotationMatrix * VertexNormal);\n";
}
if (flags & nzShaderFlags_DiffuseMapping || flags & nzShaderFlags_NormalMapping || flags & nzShaderFlags_SpecularMapping)
{
if (flags & nzShaderFlags_FlipUVs)
sourceCode += "vTexCoord = vec2(VertexTexCoord0.x, 1.0 - VertexTexCoord0.y);\n";
else
sourceCode += "vTexCoord = VertexTexCoord0;\n";
}
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderFlags_Instancing)
sourceCode += "vWorldPos = vec3(InstanceMatrix * vec4(VertexPosition, 1.0));\n";
else
sourceCode += "vWorldPos = vec3(WorldMatrix * vec4(VertexPosition, 1.0));\n";
}
sourceCode += "}\n";
return sourceCode;
}
NzShader* BuildShader(nzUInt32 flags)
{
std::unique_ptr<NzShader> shader(new NzShader);
if (!shader->Create(nzShaderLanguage_GLSL))
{
NazaraError("Failed to create shader");
return nullptr;
}
NzString fragmentSource = BuildFragmentShaderSource(flags);
if (!shader->Load(nzShaderType_Fragment, fragmentSource))
{
NazaraError("Failed to load fragment shader: " + shader->GetLog());
NazaraNotice("Fragment shader source: ");
NazaraNotice(fragmentSource);
return nullptr;
}
NzString vertexSource = BuildVertexShaderSource(flags);
if (!shader->Load(nzShaderType_Vertex, vertexSource))
{
NazaraError("Failed to load vertex shader: " + shader->GetLog());
NazaraNotice("Vertex shader source: ");
NazaraNotice(vertexSource);
return nullptr;
}
#ifdef NAZARA_DEBUG
NazaraNotice("Fragment shader source: ");
NazaraNotice(fragmentSource);
NazaraNotice("Vertex shader source: ");
NazaraNotice(vertexSource);
#endif
if (!shader->Compile())
{
NazaraError("Failed to compile shader: " + shader->GetLog());
return nullptr;
}
shader->SetFlags(flags);
shader->SetPersistent(false, false);
return shader.release();
}
}
const NzShader* NzShaderBuilder::Get(nzUInt32 flags)
{
auto it = s_shaders.find(flags);
if (it == s_shaders.end())
{
// Alors nous créons le shader
NzShader* shader = BuildShader(flags);
if (!shader)
{
NazaraWarning("Failed to build shader (flags: 0x" + NzString::Number(flags, 16) + ", using default one...");
shader = s_shaders[0]; // Shader par défaut
}
s_shaders[flags] = shader;
shader->AddResourceReference();
return shader;
}
else
return it->second;
}
bool NzShaderBuilder::Initialize()
{
NzShader* shader = BuildShader(0);
if (!shader)
{
NazaraInternalError("Failed to build default shader");
return false;
}
s_shaders[0] = shader;
shader->AddResourceReference();
return true;
}
void NzShaderBuilder::Uninitialize()
{
for (auto it : s_shaders)
it.second->RemoveResourceReference();
s_shaders.clear();
}