// SPDX-License-Identifier: MIT // // ES-DE // ShaderOpenGL.cpp // // OpenGL / OpenGL ES shader functions. // #include "ShaderOpenGL.h" #include "Log.h" #include "renderers/Renderer.h" #include "resources/ResourceManager.h" ShaderOpenGL::ShaderOpenGL() : mProgramID {0} , mShaderMVPMatrix {0} , mShaderPosition {0} , mShaderTextureCoord {0} , mShaderColor {0} , mTextureSampler0 {0} , mTextureSampler1 {0} , mShaderTextureSize {0} , mShaderClipRegion {0} , mShaderBrightness {0} , mShaderOpacity {0} , mShaderSaturation {0} , mShaderDimming {0} , mCornerRadius {0} , mShaderReflectionsFalloff {0} , mBlurStrength {0} , mShaderFlags {0} { } ShaderOpenGL::~ShaderOpenGL() { // Delete the shader program when destroyed. deleteProgram(mProgramID); } void ShaderOpenGL::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(shaderData.ptr.get()), shaderData.length); // Define the GLSL version. #if defined(USE_OPENGLES) preprocessorDefines = "#version 300 es\n"; #else preprocessorDefines = "#version 330\n"; #endif // 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"; mShaderVector.push_back(std::make_tuple(path, preprocessorDefines + shaderCode, shaderType)); } bool ShaderOpenGL::createProgram() { GLint programSuccess; mProgramID = glCreateProgram(); // Compile and attach all shaders that have been loaded. for (auto it = mShaderVector.cbegin(); it != mShaderVector.cend(); ++it) { GLuint currentShader {glCreateShader(std::get<2>(*it))}; GLchar const* shaderCodePtr {std::get<1>(*it).c_str()}; glShaderSource(currentShader, 1, reinterpret_cast(&shaderCodePtr), nullptr); glCompileShader(currentShader); GLint shaderCompiled; glGetShaderiv(currentShader, GL_COMPILE_STATUS, &shaderCompiled); if (shaderCompiled != GL_TRUE) { LOG(LogError) << "ShaderOpenGL::createProgram(): Unable to compile shader " << currentShader << " (" << std::get<0>(*it) << ")"; printShaderInfoLog(currentShader, std::get<2>(*it), true); return false; } else { printShaderInfoLog(currentShader, std::get<2>(*it), false); } GL_CHECK_ERROR(glAttachShader(mProgramID, currentShader)); } glLinkProgram(mProgramID); glGetProgramiv(mProgramID, GL_LINK_STATUS, &programSuccess); if (programSuccess != GL_TRUE) { LOG(LogError) << "ShaderOpenGL::createProgram(): Unable to link program " << mProgramID; printProgramInfoLog(mProgramID); return false; } getVariableLocations(mProgramID); if (mShaderPosition != -1) GL_CHECK_ERROR(glEnableVertexAttribArray(mShaderPosition)); if (mShaderTextureCoord != -1) GL_CHECK_ERROR(glEnableVertexAttribArray(mShaderTextureCoord)); if (mShaderColor != -1) GL_CHECK_ERROR(glEnableVertexAttribArray(mShaderColor)); return true; } void ShaderOpenGL::deleteProgram(GLuint programID) { GL_CHECK_ERROR(glDeleteProgram(programID)); } void ShaderOpenGL::getVariableLocations(GLuint programID) { // Some of the variable names are chosen to be compatible with the RetroArch GLSL shaders. mShaderMVPMatrix = glGetUniformLocation(mProgramID, "MVPMatrix"); mShaderPosition = glGetAttribLocation(mProgramID, "positionVertex"); mShaderTextureCoord = glGetAttribLocation(mProgramID, "texCoordVertex"); mShaderColor = glGetAttribLocation(mProgramID, "colorVertex"); mTextureSampler0 = glGetUniformLocation(mProgramID, "textureSampler0"); mTextureSampler1 = glGetUniformLocation(mProgramID, "textureSampler1"); mShaderTextureSize = glGetUniformLocation(mProgramID, "texSize"); mShaderClipRegion = glGetUniformLocation(mProgramID, "clipRegion"); mShaderBrightness = glGetUniformLocation(mProgramID, "brightness"); mShaderOpacity = glGetUniformLocation(mProgramID, "opacity"); mShaderSaturation = glGetUniformLocation(mProgramID, "saturation"); mShaderDimming = glGetUniformLocation(mProgramID, "dimming"); mCornerRadius = glGetUniformLocation(mProgramID, "cornerRadius"); mShaderReflectionsFalloff = glGetUniformLocation(mProgramID, "reflectionsFalloff"); mBlurStrength = glGetUniformLocation(mProgramID, "blurStrength"); mShaderFlags = glGetUniformLocation(mProgramID, "shaderFlags"); } void ShaderOpenGL::setModelViewProjectionMatrix(glm::mat4 mvpMatrix) { if (mShaderMVPMatrix != GL_INVALID_VALUE && mShaderMVPMatrix != GL_INVALID_OPERATION) GL_CHECK_ERROR(glUniformMatrix4fv(mShaderMVPMatrix, 1, GL_FALSE, reinterpret_cast(&mvpMatrix))); } void ShaderOpenGL::setAttribPointers() { if (mShaderPosition != -1) GL_CHECK_ERROR(glVertexAttribPointer( mShaderPosition, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer::Vertex), reinterpret_cast(offsetof(Renderer::Vertex, position)))); if (mShaderTextureCoord != -1) GL_CHECK_ERROR(glVertexAttribPointer( mShaderTextureCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer::Vertex), reinterpret_cast(offsetof(Renderer::Vertex, texcoord)))); if (mShaderColor != -1) GL_CHECK_ERROR(glVertexAttribPointer( mShaderColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Renderer::Vertex), reinterpret_cast(offsetof(Renderer::Vertex, color)))); } void ShaderOpenGL::setTextureSamplers() { if (mTextureSampler0 != -1) GL_CHECK_ERROR(glUniform1i(mTextureSampler0, 0)); if (mTextureSampler1 != -1) GL_CHECK_ERROR(glUniform1i(mTextureSampler1, 1)); } void ShaderOpenGL::setTextureSize(std::array shaderVec2) { if (mShaderTextureSize != -1) GL_CHECK_ERROR(glUniform2f(mShaderTextureSize, shaderVec2[0], shaderVec2[1])); } void ShaderOpenGL::setClipRegion(glm::vec4 clipRegion) { if (mShaderClipRegion != -1) GL_CHECK_ERROR(glUniform4f(mShaderClipRegion, clipRegion[0], clipRegion[1], clipRegion[2], clipRegion[3])); } void ShaderOpenGL::setBrightness(GLfloat brightness) { if (mShaderBrightness != -1) GL_CHECK_ERROR(glUniform1f(mShaderBrightness, brightness)); } void ShaderOpenGL::setOpacity(GLfloat opacity) { if (mShaderOpacity != -1) GL_CHECK_ERROR(glUniform1f(mShaderOpacity, opacity)); } void ShaderOpenGL::setSaturation(GLfloat saturation) { if (mShaderSaturation != -1) GL_CHECK_ERROR(glUniform1f(mShaderSaturation, saturation)); } void ShaderOpenGL::setDimming(GLfloat dimming) { if (mShaderDimming != -1) GL_CHECK_ERROR(glUniform1f(mShaderDimming, dimming)); } void ShaderOpenGL::setCornerRadius(GLfloat cornerRadius) { if (mCornerRadius != -1) GL_CHECK_ERROR(glUniform1f(mCornerRadius, cornerRadius)); } void ShaderOpenGL::setReflectionsFalloff(GLfloat falloff) { if (mShaderReflectionsFalloff != -1) GL_CHECK_ERROR(glUniform1f(mShaderReflectionsFalloff, falloff)); } void ShaderOpenGL::setBlurStrength(GLfloat blurStrength) { if (mBlurStrength != -1) GL_CHECK_ERROR(glUniform1f(mBlurStrength, blurStrength)); } void ShaderOpenGL::setFlags(GLuint flags) { if (mShaderFlags != -1) GL_CHECK_ERROR(glUniform1ui(mShaderFlags, flags)); } void ShaderOpenGL::activateShaders() { // Install the shader program. GL_CHECK_ERROR(glUseProgram(mProgramID)); } void ShaderOpenGL::deactivateShaders() { // Remove the shader program. GL_CHECK_ERROR(glUseProgram(0)); } void ShaderOpenGL::printProgramInfoLog(GLuint programID) { if (glIsProgram(programID)) { int logLength; int maxLength; glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &maxLength); std::vector infoLog(maxLength); glGetProgramInfoLog(programID, maxLength, &logLength, &infoLog.front()); if (logLength > 0) { LOG(LogDebug) << "ShaderOpenGL::createProgram()::\n" << std::string(infoLog.begin(), infoLog.end()); } } else { LOG(LogError) << "ShaderOpenGL::createProgram(): " << programID << " is not a program"; } } void ShaderOpenGL::printShaderInfoLog(GLuint shaderID, GLenum shaderType, bool error) { if (glIsShader(shaderID)) { int logLength; int maxLength; glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &maxLength); std::vector infoLog(maxLength); if (infoLog.size() == 0) return; glGetShaderInfoLog(shaderID, maxLength, &logLength, &infoLog.front()); if (logLength > 0) { LOG(LogDebug) << "ShaderOpenGL::createProgram(): " << (error ? "Error" : "Warning") << " in " << (shaderType == GL_VERTEX_SHADER ? "VERTEX section:\n" : "FRAGMENT section:\n") << std::string(infoLog.begin(), infoLog.end()); } } else { LOG(LogError) << "ShaderOpenGL::createProgram():: " << shaderID << " is not a shader"; } }