ES-DE/es-core/src/renderers/Shader_GL21.cpp

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Shader_GL21.cpp
//
// OpenGL 2.1 GLSL shader functions.
//
#if defined(USE_OPENGL_21)
#include "Shader_GL21.h"
#include "renderers/Renderer.h"
#include "resources/ResourceManager.h"
#include "Log.h"
namespace Renderer
{
Renderer::Shader::Shader()
: mProgramID(-1),
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shaderMVPMatrix(-1),
shaderTextureSize(-1),
shaderTextureCoord(-1),
shaderColor(-1),
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shaderSaturation(-1),
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shaderOpacity(-1),
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shaderDimValue(-1)
{
}
Renderer::Shader::~Shader()
{
deleteProgram(mProgramID);
}
void Renderer::Shader::loadShaderFile(const std::string& path, GLenum shaderType)
{
std::string preprocessorDefines;
std::string shaderCode;
// This will load the entire GLSL source code into the string variable.
const ResourceData& shaderData = ResourceManager::getInstance()->getFileData(path);
shaderCode.assign(reinterpret_cast<const char*>(shaderData.ptr.get()), shaderData.length);
// Define the GLSL version (version 120 = OpenGL 2.1).
preprocessorDefines = "#version 120\n";
// Define the preprocessor constants that will let the shader compiler know whether
// the VERTEX or FRAGMENT portion of the code should be used.
if (shaderType == GL_VERTEX_SHADER)
preprocessorDefines += "#define VERTEX\n";
else if (shaderType == GL_FRAGMENT_SHADER)
preprocessorDefines += "#define FRAGMENT\n";
shaderVector.push_back(std::make_tuple(
path, preprocessorDefines + shaderCode, shaderType));
}
bool Renderer::Shader::createProgram()
{
GLint programSuccess;
mProgramID = glCreateProgram();
// Compile and attach all shaders that have been loaded.
for (auto it = shaderVector.cbegin(); it != shaderVector.cend(); it++) {
GLuint currentShader = glCreateShader(std::get<2>(*it));
GLchar const* shaderCodePtr = std::get<1>(*it).c_str();
glShaderSource(currentShader, 1,
reinterpret_cast<const GLchar**>(&shaderCodePtr), nullptr);
glCompileShader(currentShader);
GLint shaderCompiled;
glGetShaderiv(currentShader, GL_COMPILE_STATUS, &shaderCompiled);
if (shaderCompiled != GL_TRUE) {
LOG(LogError) << "OpenGL error: Unable to compile shader " <<
currentShader << " (" << std::get<0>(*it) << ").";
printShaderInfoLog(currentShader, std::get<2>(*it));
return false;
}
GL_CHECK_ERROR(glAttachShader(mProgramID, currentShader));
}
glLinkProgram(mProgramID);
glGetProgramiv(mProgramID, GL_LINK_STATUS, &programSuccess);
if (programSuccess != GL_TRUE) {
LOG(LogError) << "OpenGL error: Unable to link program " << mProgramID << ".";
printProgramInfoLog(mProgramID);
return false;
}
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getVariableLocations(mProgramID);
return true;
}
void Renderer::Shader::deleteProgram(GLuint programID)
{
GL_CHECK_ERROR(glDeleteProgram(programID));
}
void Renderer::Shader::getVariableLocations(GLuint programID)
{
// Some of the variable names are chosen to be compatible with the RetroArch GLSL shaders.
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shaderMVPMatrix = glGetUniformLocation(mProgramID, "MVPMatrix");
shaderTextureSize = glGetUniformLocation(mProgramID, "TextureSize");
shaderTextureCoord = glGetAttribLocation(mProgramID, "TexCoord");
shaderColor = glGetAttribLocation(mProgramID, "COLOR");
shaderSaturation = glGetUniformLocation(mProgramID, "saturation");
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shaderOpacity = glGetUniformLocation(mProgramID, "opacity");
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shaderDimValue = glGetUniformLocation(mProgramID, "dimValue");
}
void Renderer::Shader::setModelViewProjectionMatrix(Transform4x4f mvpMatrix)
{
if (shaderMVPMatrix != -1)
GL_CHECK_ERROR(glUniformMatrix4fv(shaderMVPMatrix, 1, GL_FALSE,
reinterpret_cast<GLfloat*>(&mvpMatrix)));
}
void Renderer::Shader::setTextureSize(std::array<GLfloat, 2> shaderVec2)
{
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if (shaderTextureSize != -1)
GL_CHECK_ERROR(glUniform2f(shaderTextureSize, shaderVec2[0], shaderVec2[1]));
}
void Renderer::Shader::setTextureCoordinates(std::array<GLfloat, 4> shaderVec4)
{
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if (shaderTextureCoord != -1) {
glVertexAttrib4f(shaderTextureCoord, shaderVec4[0], shaderVec4[1],
shaderVec4[2], shaderVec4[3]);
}
}
void Renderer::Shader::setColor(std::array<GLfloat, 4> shaderVec4)
{
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if (shaderColor != -1)
GL_CHECK_ERROR(glUniform4f(shaderColor, shaderVec4[0],
shaderVec4[1], shaderVec4[2], shaderVec4[3]));
}
void Renderer::Shader::setSaturation(GLfloat saturation)
{
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if (shaderSaturation != -1)
GL_CHECK_ERROR(glUniform1f(shaderSaturation, saturation));
}
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void Renderer::Shader::setOpacity(GLfloat opacity)
{
if (shaderOpacity != -1)
GL_CHECK_ERROR(glUniform1f(shaderOpacity, opacity));
}
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void Renderer::Shader::setDimValue(GLfloat dimValue)
{
if (shaderDimValue != -1)
GL_CHECK_ERROR(glUniform1f(shaderDimValue, dimValue));
}
void Renderer::Shader::activateShaders()
{
GL_CHECK_ERROR(glUseProgram(mProgramID));
}
void Renderer::Shader::deactivateShaders()
{
GL_CHECK_ERROR(glUseProgram(0));
}
GLuint Renderer::Shader::getProgramID()
{
return mProgramID;
}
void Renderer::Shader::printProgramInfoLog(GLuint programID)
{
if (glIsProgram(programID)) {
int logLength;
int maxLength;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<char> infoLog(maxLength);
glGetProgramInfoLog(programID, maxLength, &logLength, &infoLog.front());
if (logLength > 0) {
LOG(LogDebug) << "Renderer_GL21::printProgramLog():\n" <<
std::string(infoLog.begin(), infoLog.end());
}
}
else {
LOG(LogError) << "OpenGL error: " << programID << " is not a program.";
}
}
void Renderer::Shader::printShaderInfoLog(GLuint shaderID, GLenum shaderType)
{
if (glIsShader(shaderID)) {
int logLength;
int maxLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<char> infoLog(maxLength);
glGetShaderInfoLog(shaderID, maxLength, &logLength, &infoLog.front());
if (logLength > 0) {
LOG(LogDebug) << "Renderer_GL21::printShaderLog(): Error in " <<
(shaderType == GL_VERTEX_SHADER ? "VERTEX section:\n" :
"FRAGMENT section:\n") << std::string(infoLog.begin(), infoLog.end());
}
}
else {
LOG(LogError) << "OpenGL error: " << shaderID << " is not a shader.";
}
}
} // Renderer
#endif // USE_OPENGL_21