basic shaders

main
Brett 2023-12-17 20:39:01 -05:00
parent 68fd994119
commit c4097f1c9b
2 changed files with 334 additions and 0 deletions

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include/blt/gfx/shader.h Normal file
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/*
* <Short Description>
* Copyright (C) 2023 Brett Terpstra
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#ifndef BLT_WITH_GRAPHICS_SHADER_H
#define BLT_WITH_GRAPHICS_SHADER_H
#include <blt/gfx/gl_includes.h>
#include <vector>
#include <unordered_map>
#include <string>
#include <blt/math/math.h>
namespace blt::gfx
{
class shader_base {
protected:
struct IntDefaultedToMinusOne {
GLint i = -1;
};
std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
GLuint programID = 0;
inline GLint getUniformLocation(const std::string &name) {
if (uniformVars[name].i != -1)
return uniformVars[name].i;
int loc = glGetUniformLocation(programID, name.c_str());
uniformVars[name].i = loc;
return loc;
}
public:
inline void bind() const {
glUseProgram(programID);
}
inline void setBool(const std::string &name, bool value) {
glUniform1i(getUniformLocation(name), (int) value);
}
inline void setInt(const std::string &name, int value) {
glUniform1i(getUniformLocation(name), value);
}
inline void setFloat(const std::string &name, float value) {
glUniform1f(getUniformLocation(name), value);
}
inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) {
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
}
inline void setVec3(const std::string &name, const blt::vec3 &vec) {
glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
}
inline void setVec4(const std::string &name, const blt::vec4 &vec) {
glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
}
inline void setVec2(const std::string &name, float x, float y) {
glUniform2f(getUniformLocation(name), x, y);
}
inline void setVec3(const std::string &name, float x, float y, float z) {
glUniform3f(getUniformLocation(name), x, y, z);
}
inline void setVec4(const std::string &name, float x, float y, float z, float w) {
glUniform4f(getUniformLocation(name), x, y, z, w);
}
};
/**
* a basic computer shader class, contains the functions and resources required to use compute shaders!
*/
class compute_shader : public shader_base {
private:
GLuint shaderID = 0;
public:
explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
inline void execute(int x, int y, int z) const {
bind();
glDispatchCompute(x, y, z);
}
~compute_shader();
};
class shader : public shader_base {
private:
GLuint vertexShaderID = 0;
GLuint fragmentShaderID = 0;
// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
GLuint geometryShaderID = 0;
// this would be very useful however it is highly unlikely webgl will support it
// im leaving some of this stuff in here because I might expand the native application to use some of it.
// im trying to keep the web and native versions the same though
GLuint tessellationShaderID = 0;
static unsigned int createShader(const std::string& source, int type);
public:
/**
* Creates a shader
* @param vertex vertex shader source or file
* @param fragment fragment shader source or file
* @param geometry geometry shader source or file (optional)
* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
*/
shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
shader(shader&& move) noexcept;
// used to set the location of VAOs to the in variables in opengl shaders.
void bindAttribute(int attribute, const std::string &name) const;
// used to set location of shared UBOs like the perspective and view matrix
void setUniformBlockLocation(const std::string &name, int location) const;
~shader();
static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix);
static void updateOrthographicMatrix(const blt::mat4x4& orthoMatrix);
static void updateViewMatrix(const blt::mat4x4& viewMatrix);
// returns the perspective view matrix which is calculated per frame. (This is for optimization)
static const blt::mat4x4& getPVM();
};
}
#endif //BLT_WITH_GRAPHICS_SHADER_H

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/*
* <Short Description>
* Copyright (C) 2023 Brett Terpstra
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include <blt/gfx/shader.h>
#include <blt/std/loader.h>
#include <blt/std/string.h>
#include <blt/std/memory.h>
namespace blt::gfx
{
static std::string removeEmptyFirstLines(const std::string& string){
auto lines = blt::string::split(string, "\n");
std::string new_source_string;
for (const auto& line : lines) {
if (!line.empty() && !blt::string::contains(line, "\"")) {
new_source_string += line;
new_source_string += "\n";
}
}
return new_source_string;
}
unsigned int shader::createShader(const std::string& source, int type) {
const char* shader_code = source.c_str();
// creates a Shader
unsigned int shaderID = glCreateShader(type);
// loads the shader code for later complication and uploading into the graphics card
// TODO: defines can be added here by sending them as additional strings. No need to edit the source string
glShaderSource(shaderID, 1, &shader_code, nullptr);
// Compile it
glCompileShader(shaderID);
// make sure there are no errors in the compilation. If there is then print out information pertaining to the error.
// the actual log is highly dependent on the platform this is being run from, so we cannot make any assumptions about the issue.
// the TODO: maybe find a way of lexing the output to give suggestions about fixing the error? default error messages can be unhelpful at times.
GLint success;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
if (!success) {
int log_length = 0;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &log_length);
// scoped buffers will delete their memory when they go out of scope. A benefit of using BLT
blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
glGetShaderInfoLog(shaderID, log_length + 1, nullptr, infoLog.data());
auto shader_type_str = (type == GL_VERTEX_SHADER ? "Vertex Shader" : type == GL_FRAGMENT_SHADER ? "Fragment Shader" : "Other Shader");
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
BLT_ERROR("Unable to compile shader of type %s\nShader source:", shader_type_str);
BLT_ERROR(source);
BLT_ERROR("I have an log of %d length", log_length);
BLT_ERROR(infoLog.data());
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
}
return shaderID;
}
shader::shader(const std::string& vertex, const std::string& fragment, const std::string& geometry, bool load_as_string) {
// load shader sources
bool load_geometry = !geometry.empty();
std::string vertex_source = vertex;
std::string fragment_source = fragment;
std::string geometry_source = geometry;
if (!load_as_string){
// BLT provides a recursive file loader for glsl shaders. It's pretty much just a recursive function looking for include statements.
vertex_source = blt::fs::loadShaderFile(vertex);
fragment_source = blt::fs::loadShaderFile(fragment);
if (load_geometry)
geometry_source = blt::fs::loadShaderFile(geometry);
} else {
vertex_source = removeEmptyFirstLines(vertex_source);
fragment_source = removeEmptyFirstLines(fragment_source);
geometry_source = removeEmptyFirstLines(geometry_source);
}
// create the shaders
vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
if (load_geometry)
geometryShaderID = createShader(geometry_source, GL_GEOMETRY_SHADER);
// bind them to a program
programID = glCreateProgram();
// attach the loaded shaders to the Shader program
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
if (load_geometry)
glAttachShader(programID, geometryShaderID);
// link and make sure that our program is valid.
glLinkProgram(programID);
GLint success;
glGetProgramiv(programID, GL_LINK_STATUS, &success);
if (!success) {
int log_length = 0;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
// scoped buffers will delete their memory when they go out of scope.
blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.data());
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
BLT_ERROR("Unable to link program of ID: %d", programID);
BLT_ERROR(vertex_source);
BLT_ERROR(fragment_source);
BLT_ERROR(geometry_source);
BLT_ERROR("I have an log of %d length", log_length);
BLT_ERROR(infoLog.data());
BLT_ERROR("--- --- --- --- --- --- --- --- ---");
}
glValidateProgram(programID);
bind();
setUniformBlockLocation("StandardMatrices", 0);
glUseProgram(0);
}
void shader::bindAttribute(int attribute, const std::string &name) const {
bind();
glBindAttribLocation(programID, attribute, name.c_str());
}
void shader::setUniformBlockLocation(const std::string &name, int location) const {
bind();
glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location);
}
shader::~shader() {
glUseProgram(0);
// shader was moved
if (programID <= 0)
return;
// remove all the shaders from the program
glDetachShader(programID, vertexShaderID);
if (geometryShaderID)
glDetachShader(programID, geometryShaderID);
if (tessellationShaderID)
glDetachShader(programID, tessellationShaderID);
glDetachShader(programID, fragmentShaderID);
// delete the shaders
glDeleteShader(vertexShaderID);
if (geometryShaderID)
glDeleteShader(geometryShaderID);
if (tessellationShaderID)
glDeleteShader(tessellationShaderID);
glDeleteShader(fragmentShaderID);
// delete the Shader program
glDeleteProgram(programID);
}
void shader::updateProjectionMatrix(const blt::mat4x4& projectionMatrix) {
}
void shader::updateViewMatrix(const blt::mat4x4& viewMatrix) {
}
void shader::updateOrthographicMatrix(const blt::mat4x4& orthoMatrix) {
}
shader::shader(shader&& move) noexcept {
// the move constructor doesn't need to construct a new shader but it does need to ensure all old variables are moved over
programID = move.programID;
vertexShaderID = move.vertexShaderID;
fragmentShaderID = move.fragmentShaderID;
geometryShaderID = move.geometryShaderID;
tessellationShaderID = move.tessellationShaderID;
for (const auto& pair : move.uniformVars)
uniformVars.insert(pair);
// by setting the program ID to -1 we tell the shader it has been moved.
move.programID = -1;
}
}