mirror of
https://github.com/RetroDECK/ES-DE.git
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266 lines
8.7 KiB
C++
266 lines
8.7 KiB
C++
// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// ShaderOpenGL.cpp
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//
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// OpenGL / OpenGL ES shader functions.
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//
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#include "ShaderOpenGL.h"
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#include "Log.h"
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#include "renderers/Renderer.h"
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#include "resources/ResourceManager.h"
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ShaderOpenGL::ShaderOpenGL()
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: mProgramID {0}
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, mShaderMVPMatrix {0}
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, mShaderPosition {0}
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, mShaderTextureCoord {0}
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, mShaderColor {0}
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, mShaderTextureSize {0}
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, mShaderBrightness {0}
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, mShaderOpacity {0}
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, mShaderSaturation {0}
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, mShaderDimming {0}
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, mShaderReflectionsFalloff {0}
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, mShaderFlags {0}
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{
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}
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ShaderOpenGL::~ShaderOpenGL()
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{
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// Delete the shader program when destroyed.
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deleteProgram(mProgramID);
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}
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void ShaderOpenGL::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(reinterpret_cast<const char*>(shaderData.ptr.get()), shaderData.length);
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// Define the GLSL version.
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#if defined(USE_OPENGLES)
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preprocessorDefines = "#version 300 es\n";
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#else
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preprocessorDefines = "#version 330\n";
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#endif
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// Define the preprocessor constants 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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mShaderVector.push_back(std::make_tuple(path, preprocessorDefines + shaderCode, shaderType));
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}
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bool ShaderOpenGL::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 = mShaderVector.cbegin(); it != mShaderVector.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, reinterpret_cast<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) << "ShaderOpenGL::createProgram(): Unable to compile shader "
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<< currentShader << " (" << std::get<0>(*it) << ")";
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printShaderInfoLog(currentShader, std::get<2>(*it), true);
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return false;
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}
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else {
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printShaderInfoLog(currentShader, std::get<2>(*it), 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) << "ShaderOpenGL::createProgram(): 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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getVariableLocations(mProgramID);
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if (mShaderPosition != -1)
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GL_CHECK_ERROR(glEnableVertexAttribArray(mShaderPosition));
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if (mShaderTextureCoord != -1)
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GL_CHECK_ERROR(glEnableVertexAttribArray(mShaderTextureCoord));
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if (mShaderColor != -1)
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GL_CHECK_ERROR(glEnableVertexAttribArray(mShaderColor));
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return true;
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}
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void ShaderOpenGL::deleteProgram(GLuint programID) { GL_CHECK_ERROR(glDeleteProgram(programID)); }
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void ShaderOpenGL::getVariableLocations(GLuint programID)
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{
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// Some of the variable names are chosen to be compatible with the RetroArch GLSL shaders.
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mShaderMVPMatrix = glGetUniformLocation(mProgramID, "MVPMatrix");
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mShaderPosition = glGetAttribLocation(mProgramID, "positionVertex");
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mShaderTextureCoord = glGetAttribLocation(mProgramID, "texCoordVertex");
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mShaderColor = glGetAttribLocation(mProgramID, "colorVertex");
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mShaderTextureSize = glGetUniformLocation(mProgramID, "textureSize");
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mShaderClipRegion = glGetUniformLocation(mProgramID, "clipRegion");
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mShaderBrightness = glGetUniformLocation(mProgramID, "brightness");
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mShaderOpacity = glGetUniformLocation(mProgramID, "opacity");
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mShaderSaturation = glGetUniformLocation(mProgramID, "saturation");
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mShaderDimming = glGetUniformLocation(mProgramID, "dimming");
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mShaderReflectionsFalloff = glGetUniformLocation(mProgramID, "reflectionsFalloff");
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mShaderFlags = glGetUniformLocation(mProgramID, "shaderFlags");
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}
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void ShaderOpenGL::setModelViewProjectionMatrix(glm::mat4 mvpMatrix)
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{
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if (mShaderMVPMatrix != GL_INVALID_VALUE && mShaderMVPMatrix != GL_INVALID_OPERATION)
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GL_CHECK_ERROR(glUniformMatrix4fv(mShaderMVPMatrix, 1, GL_FALSE,
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reinterpret_cast<GLfloat*>(&mvpMatrix)));
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}
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void ShaderOpenGL::setAttribPointers()
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{
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if (mShaderPosition != -1)
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GL_CHECK_ERROR(glVertexAttribPointer(
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mShaderPosition, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer::Vertex),
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reinterpret_cast<const void*>(offsetof(Renderer::Vertex, position))));
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if (mShaderTextureCoord != -1)
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GL_CHECK_ERROR(glVertexAttribPointer(
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mShaderTextureCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer::Vertex),
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reinterpret_cast<const void*>(offsetof(Renderer::Vertex, texcoord))));
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if (mShaderColor != -1)
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GL_CHECK_ERROR(glVertexAttribPointer(
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mShaderColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Renderer::Vertex),
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reinterpret_cast<const void*>(offsetof(Renderer::Vertex, color))));
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}
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void ShaderOpenGL::setTextureSize(std::array<GLfloat, 2> shaderVec2)
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{
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if (mShaderTextureSize != -1)
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GL_CHECK_ERROR(glUniform2f(mShaderTextureSize, shaderVec2[0], shaderVec2[1]));
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}
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void ShaderOpenGL::setClipRegion(glm::vec4 clipRegion)
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{
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if (mShaderClipRegion != -1)
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GL_CHECK_ERROR(glUniform4f(mShaderClipRegion, clipRegion[0], clipRegion[1], clipRegion[2],
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clipRegion[3]));
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}
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void ShaderOpenGL::setBrightness(GLfloat brightness)
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{
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if (mShaderBrightness != -1)
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GL_CHECK_ERROR(glUniform1f(mShaderBrightness, brightness));
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}
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void ShaderOpenGL::setOpacity(GLfloat opacity)
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{
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if (mShaderOpacity != -1)
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GL_CHECK_ERROR(glUniform1f(mShaderOpacity, opacity));
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}
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void ShaderOpenGL::setSaturation(GLfloat saturation)
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{
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if (mShaderSaturation != -1)
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GL_CHECK_ERROR(glUniform1f(mShaderSaturation, saturation));
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}
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void ShaderOpenGL::setDimming(GLfloat dimming)
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{
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if (mShaderDimming != -1)
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GL_CHECK_ERROR(glUniform1f(mShaderDimming, dimming));
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}
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void ShaderOpenGL::setReflectionsFalloff(GLfloat falloff)
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{
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if (mShaderReflectionsFalloff != -1)
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GL_CHECK_ERROR(glUniform1f(mShaderReflectionsFalloff, falloff));
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}
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void ShaderOpenGL::setFlags(GLuint flags)
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{
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if (mShaderFlags != -1)
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GL_CHECK_ERROR(glUniform1ui(mShaderFlags, flags));
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}
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void ShaderOpenGL::activateShaders()
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{
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// Install the shader program.
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GL_CHECK_ERROR(glUseProgram(mProgramID));
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}
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void ShaderOpenGL::deactivateShaders()
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{
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// Remove the shader program.
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GL_CHECK_ERROR(glUseProgram(0));
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}
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void ShaderOpenGL::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) << "ShaderOpenGL::createProgram()::\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) << "ShaderOpenGL::createProgram(): " << programID << " is not a program";
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}
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}
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void ShaderOpenGL::printShaderInfoLog(GLuint shaderID, GLenum shaderType, bool error)
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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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if (infoLog.size() == 0)
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return;
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glGetShaderInfoLog(shaderID, maxLength, &logLength, &infoLog.front());
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if (logLength > 0) {
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LOG(LogDebug) << "ShaderOpenGL::createProgram(): " << (error ? "Error" : "Warning")
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<< " in "
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<< (shaderType == GL_VERTEX_SHADER ? "VERTEX section:\n" :
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"FRAGMENT section:\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) << "ShaderOpenGL::createProgram():: " << shaderID << " is not a shader";
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}
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}
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