mirror of
https://github.com/RetroDECK/ES-DE.git
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205 lines
6.4 KiB
C++
205 lines
6.4 KiB
C++
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//
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// Shader_GL21.cpp
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//
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// OpenGL 2.1 GLSL shader functions.
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//
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#if defined(USE_OPENGL_21)
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#include "Shader_GL21.h"
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#include "renderers/Renderer.h"
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#include "resources/ResourceManager.h"
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#include "Log.h"
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namespace Renderer
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{
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Renderer::Shader::Shader()
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: mProgramID(-1),
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shaderFloat_0(-1),
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shaderFloat_1(-1),
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shaderFloat_2(-1),
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shaderVec4_0(-1),
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shaderVec4_1(-1),
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shaderVec4_2(-1)
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{
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}
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Renderer::Shader::~Shader()
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{
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deleteProgram(mProgramID);
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}
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void Renderer::Shader::loadShaderFile(const std::string& path, GLenum shaderType)
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{
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std::string preprocessorDefines;
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std::string shaderCode;
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// This will load the entire GLSL source code into the string variable.
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const ResourceData& shaderData = ResourceManager::getInstance()->getFileData(path);
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shaderCode.assign((const char*)shaderData.ptr.get(), shaderData.length);
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// Define the GLSL version (version 120 = OpenGL 2.1).
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preprocessorDefines = "#version 120\n";
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// Define the preprocessor macros that will let the shader compiler know whether
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// the VERTEX or FRAGMENT portion of the code should be used.
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if (shaderType == GL_VERTEX_SHADER)
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preprocessorDefines += "#define VERTEX\n";
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else if (shaderType == GL_FRAGMENT_SHADER)
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preprocessorDefines += "#define FRAGMENT\n";
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shaderVector.push_back(std::make_tuple(
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path, preprocessorDefines + shaderCode, shaderType));
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}
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bool Renderer::Shader::createProgram()
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{
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GLint programSuccess;
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mProgramID = glCreateProgram();
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// Compile and attach all shaders that have been loaded.
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for (auto it = shaderVector.cbegin(); it != shaderVector.cend(); it++) {
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GLuint currentShader = glCreateShader(std::get<2>(*it));
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GLchar const* shaderCodePtr = std::get<1>(*it).c_str();
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glShaderSource(currentShader, 1, (const GLchar**)&shaderCodePtr, nullptr);
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glCompileShader(currentShader);
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GLint shaderCompiled;
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glGetShaderiv(currentShader, GL_COMPILE_STATUS, &shaderCompiled);
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if (shaderCompiled != GL_TRUE) {
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LOG(LogError) << "OpenGL error: Unable to compile shader " <<
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currentShader << " (" << std::get<0>(*it) << ").";
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printShaderInfoLog(currentShader);
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return false;
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}
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GL_CHECK_ERROR(glAttachShader(mProgramID, currentShader));
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}
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glLinkProgram(mProgramID);
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glGetProgramiv(mProgramID, GL_LINK_STATUS, &programSuccess);
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if (programSuccess != GL_TRUE) {
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LOG(LogError) << "OpenGL error: Unable to link program " << mProgramID << ".";
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printProgramInfoLog(mProgramID);
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return false;
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}
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return true;
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}
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void Renderer::Shader::deleteProgram(GLuint programID)
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{
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GL_CHECK_ERROR(glDeleteProgram(programID));
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}
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void Renderer::Shader::getVariableLocations(GLuint programID)
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{
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shaderFloat_0 = glGetUniformLocation(mProgramID, "shaderFloat_0");
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shaderFloat_1 = glGetUniformLocation(mProgramID, "shaderFloat_1");
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shaderFloat_2 = glGetUniformLocation(mProgramID, "shaderFloat_2");
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shaderVec4_0 = glGetUniformLocation(mProgramID, "shaderVec4_0");
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shaderVec4_1 = glGetUniformLocation(mProgramID, "shaderVec4_1");
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shaderVec4_2 = glGetUniformLocation(mProgramID, "shaderVec4_2");
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}
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void Renderer::Shader::setVariable(GLfloat shaderFloat, int index)
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{
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switch (index) {
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case 0:
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GL_CHECK_ERROR(glUniform1f(shaderFloat_0, shaderFloat));
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break;
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case 1:
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GL_CHECK_ERROR(glUniform1f(shaderFloat_1, shaderFloat));
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break;
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case 2:
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GL_CHECK_ERROR(glUniform1f(shaderFloat_2, shaderFloat));
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break;
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default:
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break;
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}
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}
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void Renderer::Shader::setVariable(std::array<GLfloat, 4> shaderVec4, int index)
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{
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switch (index) {
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case 0:
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GL_CHECK_ERROR(glUniform4f(shaderVec4_0, shaderVec4[0],
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shaderVec4[1], shaderVec4[2], shaderVec4[3]));
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break;
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case 1:
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GL_CHECK_ERROR(glUniform4f(shaderVec4_1, shaderVec4[0],
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shaderVec4[1], shaderVec4[2], shaderVec4[3]));
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case 2:
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GL_CHECK_ERROR(glUniform4f(shaderVec4_2, shaderVec4[0],
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shaderVec4[1], shaderVec4[2], shaderVec4[3]));
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default:
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break;
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}
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}
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void Renderer::Shader::activateShaders()
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{
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GL_CHECK_ERROR(glUseProgram(mProgramID));
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}
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void Renderer::Shader::deactivateShaders()
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{
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GL_CHECK_ERROR(glUseProgram(0));
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}
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GLuint Renderer::Shader::getProgramID()
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{
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return mProgramID;
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}
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void Renderer::Shader::printProgramInfoLog(GLuint programID)
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{
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if (glIsProgram(programID)) {
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int logLength;
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int maxLength;
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glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &maxLength);
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std::vector<char> infoLog(maxLength);
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glGetProgramInfoLog(programID, maxLength, &logLength, &infoLog.front());
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if (logLength > 0) {
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LOG(LogDebug) << "Renderer_GL21::printProgramLog():\n" <<
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std::string(infoLog.begin(), infoLog.end());
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}
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}
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else {
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LOG(LogError) << "OpenGL error: " << programID << " is not a program.";
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}
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}
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void Renderer::Shader::printShaderInfoLog(GLuint shaderID)
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{
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if (glIsShader(shaderID)) {
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int logLength;
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int maxLength;
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &maxLength);
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std::vector<char> infoLog(maxLength);
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glGetShaderInfoLog(shaderID, maxLength, &logLength, &infoLog.front());
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if (logLength > 0) {
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LOG(LogDebug) << "Renderer_GL21::printShaderLog():\n" <<
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std::string(infoLog.begin(), infoLog.end());
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}
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}
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else {
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LOG(LogError) << "OpenGL error: " << shaderID << " is not a shader.";
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}
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}
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} // Renderer
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#endif // USE_OPENGL_21
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