basic shaders
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/*
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* <Short Description>
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* Copyright (C) 2023 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef BLT_WITH_GRAPHICS_SHADER_H
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#define BLT_WITH_GRAPHICS_SHADER_H
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#include <blt/gfx/gl_includes.h>
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#include <vector>
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#include <unordered_map>
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#include <string>
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#include <blt/math/math.h>
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namespace blt::gfx
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{
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class shader_base {
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protected:
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struct IntDefaultedToMinusOne {
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GLint i = -1;
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};
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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GLuint programID = 0;
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inline GLint getUniformLocation(const std::string &name) {
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if (uniformVars[name].i != -1)
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return uniformVars[name].i;
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int loc = glGetUniformLocation(programID, name.c_str());
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uniformVars[name].i = loc;
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return loc;
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}
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public:
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inline void bind() const {
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glUseProgram(programID);
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}
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inline void setBool(const std::string &name, bool value) {
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glUniform1i(getUniformLocation(name), (int) value);
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}
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inline void setInt(const std::string &name, int value) {
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glUniform1i(getUniformLocation(name), value);
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}
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inline void setFloat(const std::string &name, float value) {
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glUniform1f(getUniformLocation(name), value);
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}
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inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) {
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glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
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}
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inline void setVec3(const std::string &name, const blt::vec3 &vec) {
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glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
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}
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inline void setVec4(const std::string &name, const blt::vec4 &vec) {
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glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec.w());
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}
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inline void setVec2(const std::string &name, float x, float y) {
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glUniform2f(getUniformLocation(name), x, y);
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}
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inline void setVec3(const std::string &name, float x, float y, float z) {
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glUniform3f(getUniformLocation(name), x, y, z);
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}
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inline void setVec4(const std::string &name, float x, float y, float z, float w) {
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glUniform4f(getUniformLocation(name), x, y, z, w);
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}
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};
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/**
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* a basic computer shader class, contains the functions and resources required to use compute shaders!
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*/
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class compute_shader : public shader_base {
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private:
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GLuint shaderID = 0;
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public:
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explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
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inline void execute(int x, int y, int z) const {
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bind();
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glDispatchCompute(x, y, z);
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}
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~compute_shader();
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};
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class shader : public shader_base {
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private:
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GLuint vertexShaderID = 0;
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GLuint fragmentShaderID = 0;
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// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
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GLuint geometryShaderID = 0;
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// this would be very useful however it is highly unlikely webgl will support it
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// im leaving some of this stuff in here because I might expand the native application to use some of it.
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// im trying to keep the web and native versions the same though
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GLuint tessellationShaderID = 0;
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static unsigned int createShader(const std::string& source, int type);
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public:
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/**
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* Creates a shader
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* @param vertex vertex shader source or file
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* @param fragment fragment shader source or file
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* @param geometry geometry shader source or file (optional)
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* @param load_as_string load the shader as a string (true) or use the string to load the shader as a file (false)
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*/
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shader(const std::string &vertex, const std::string &fragment, const std::string &geometry = "", bool load_as_string = true);
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shader(shader&& move) noexcept;
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// used to set the location of VAOs to the in variables in opengl shaders.
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void bindAttribute(int attribute, const std::string &name) const;
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// used to set location of shared UBOs like the perspective and view matrix
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void setUniformBlockLocation(const std::string &name, int location) const;
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~shader();
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static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix);
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static void updateOrthographicMatrix(const blt::mat4x4& orthoMatrix);
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static void updateViewMatrix(const blt::mat4x4& viewMatrix);
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// returns the perspective view matrix which is calculated per frame. (This is for optimization)
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static const blt::mat4x4& getPVM();
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};
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}
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#endif //BLT_WITH_GRAPHICS_SHADER_H
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@ -0,0 +1,190 @@
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/*
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* <Short Description>
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* Copyright (C) 2023 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <blt/gfx/shader.h>
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#include <blt/std/loader.h>
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#include <blt/std/string.h>
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#include <blt/std/memory.h>
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namespace blt::gfx
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{
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static std::string removeEmptyFirstLines(const std::string& string){
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auto lines = blt::string::split(string, "\n");
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std::string new_source_string;
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for (const auto& line : lines) {
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if (!line.empty() && !blt::string::contains(line, "\"")) {
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new_source_string += line;
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new_source_string += "\n";
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}
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}
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return new_source_string;
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}
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unsigned int shader::createShader(const std::string& source, int type) {
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const char* shader_code = source.c_str();
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// creates a Shader
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unsigned int shaderID = glCreateShader(type);
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// loads the shader code for later complication and uploading into the graphics card
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// TODO: defines can be added here by sending them as additional strings. No need to edit the source string
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glShaderSource(shaderID, 1, &shader_code, nullptr);
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// Compile it
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glCompileShader(shaderID);
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// make sure there are no errors in the compilation. If there is then print out information pertaining to the error.
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// the actual log is highly dependent on the platform this is being run from, so we cannot make any assumptions about the issue.
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// 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.
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GLint success;
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glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
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if (!success) {
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int log_length = 0;
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &log_length);
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// scoped buffers will delete their memory when they go out of scope. A benefit of using BLT
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blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
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glGetShaderInfoLog(shaderID, log_length + 1, nullptr, infoLog.data());
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auto shader_type_str = (type == GL_VERTEX_SHADER ? "Vertex Shader" : type == GL_FRAGMENT_SHADER ? "Fragment Shader" : "Other Shader");
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BLT_ERROR("--- --- --- --- --- --- --- --- ---");
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BLT_ERROR("Unable to compile shader of type %s\nShader source:", shader_type_str);
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BLT_ERROR(source);
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BLT_ERROR("I have an log of %d length", log_length);
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BLT_ERROR(infoLog.data());
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BLT_ERROR("--- --- --- --- --- --- --- --- ---");
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}
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return shaderID;
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}
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shader::shader(const std::string& vertex, const std::string& fragment, const std::string& geometry, bool load_as_string) {
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// load shader sources
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bool load_geometry = !geometry.empty();
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std::string vertex_source = vertex;
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std::string fragment_source = fragment;
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std::string geometry_source = geometry;
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if (!load_as_string){
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// BLT provides a recursive file loader for glsl shaders. It's pretty much just a recursive function looking for include statements.
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vertex_source = blt::fs::loadShaderFile(vertex);
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fragment_source = blt::fs::loadShaderFile(fragment);
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if (load_geometry)
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geometry_source = blt::fs::loadShaderFile(geometry);
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} else {
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vertex_source = removeEmptyFirstLines(vertex_source);
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fragment_source = removeEmptyFirstLines(fragment_source);
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geometry_source = removeEmptyFirstLines(geometry_source);
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}
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// create the shaders
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vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
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fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
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if (load_geometry)
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geometryShaderID = createShader(geometry_source, GL_GEOMETRY_SHADER);
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// bind them to a program
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programID = glCreateProgram();
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// attach the loaded shaders to the Shader program
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glAttachShader(programID, vertexShaderID);
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glAttachShader(programID, fragmentShaderID);
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if (load_geometry)
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glAttachShader(programID, geometryShaderID);
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// link and make sure that our program is valid.
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glLinkProgram(programID);
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GLint success;
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glGetProgramiv(programID, GL_LINK_STATUS, &success);
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if (!success) {
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int log_length = 0;
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glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
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// scoped buffers will delete their memory when they go out of scope.
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blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
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glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.data());
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BLT_ERROR("--- --- --- --- --- --- --- --- ---");
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BLT_ERROR("Unable to link program of ID: %d", programID);
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BLT_ERROR(vertex_source);
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BLT_ERROR(fragment_source);
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BLT_ERROR(geometry_source);
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BLT_ERROR("I have an log of %d length", log_length);
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BLT_ERROR(infoLog.data());
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BLT_ERROR("--- --- --- --- --- --- --- --- ---");
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}
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glValidateProgram(programID);
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bind();
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setUniformBlockLocation("StandardMatrices", 0);
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glUseProgram(0);
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}
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void shader::bindAttribute(int attribute, const std::string &name) const {
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bind();
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glBindAttribLocation(programID, attribute, name.c_str());
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}
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void shader::setUniformBlockLocation(const std::string &name, int location) const {
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bind();
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glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location);
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}
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shader::~shader() {
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glUseProgram(0);
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// shader was moved
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if (programID <= 0)
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return;
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// remove all the shaders from the program
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glDetachShader(programID, vertexShaderID);
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if (geometryShaderID)
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glDetachShader(programID, geometryShaderID);
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if (tessellationShaderID)
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glDetachShader(programID, tessellationShaderID);
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glDetachShader(programID, fragmentShaderID);
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// delete the shaders
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glDeleteShader(vertexShaderID);
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if (geometryShaderID)
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glDeleteShader(geometryShaderID);
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if (tessellationShaderID)
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glDeleteShader(tessellationShaderID);
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glDeleteShader(fragmentShaderID);
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// delete the Shader program
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glDeleteProgram(programID);
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}
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void shader::updateProjectionMatrix(const blt::mat4x4& projectionMatrix) {
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}
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void shader::updateViewMatrix(const blt::mat4x4& viewMatrix) {
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}
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void shader::updateOrthographicMatrix(const blt::mat4x4& orthoMatrix) {
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}
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shader::shader(shader&& move) noexcept {
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// the move constructor doesn't need to construct a new shader but it does need to ensure all old variables are moved over
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programID = move.programID;
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vertexShaderID = move.vertexShaderID;
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fragmentShaderID = move.fragmentShaderID;
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geometryShaderID = move.geometryShaderID;
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tessellationShaderID = move.tessellationShaderID;
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for (const auto& pair : move.uniformVars)
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uniformVars.insert(pair);
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// by setting the program ID to -1 we tell the shader it has been moved.
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move.programID = -1;
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}
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}
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