ES-DE/es-core/src/renderers/Shader_GL21.cpp
Leon Styhre a7db474a64 Unified the OpenGL and OpenGL ES renderers and removed the fixed function pipeline.
Also made some other rendering optimizations and cleaned up some code.
2022-03-13 23:52:32 +01:00

266 lines
9.2 KiB
C++

// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Shader_GL21.cpp
//
// OpenGL 2.1 GLSL shader functions.
//
#include "Shader_GL21.h"
#include "Log.h"
#include "renderers/Renderer.h"
#include "resources/ResourceManager.h"
namespace Renderer
{
Renderer::Shader::Shader()
: mProgramID {0}
, shaderMVPMatrix {0}
, shaderPosition {0}
, shaderTextureCoord {0}
, shaderColor {0}
, shaderTextureSize {0}
, shaderOpacity {0}
, shaderSaturation {0}
, shaderDimming {0}
, shaderBGRAToRGBA {0}
, shaderFont {0}
, shaderPostProcessing {0}
{
}
Renderer::Shader::~Shader()
{
// Delete the shader program when destroyed.
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.
#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";
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), 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) << "OpenGL error: Unable to link program " << mProgramID << ".";
printProgramInfoLog(mProgramID);
return false;
}
getVariableLocations(mProgramID);
if (shaderPosition != -1)
GL_CHECK_ERROR(glEnableVertexAttribArray(shaderPosition));
if (shaderTextureCoord != -1)
GL_CHECK_ERROR(glEnableVertexAttribArray(shaderTextureCoord));
if (shaderColor != -1)
GL_CHECK_ERROR(glEnableVertexAttribArray(shaderColor));
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.
shaderMVPMatrix = glGetUniformLocation(mProgramID, "MVPMatrix");
shaderPosition = glGetAttribLocation(mProgramID, "positionAttrib");
shaderTextureCoord = glGetAttribLocation(mProgramID, "TexCoord");
shaderColor = glGetAttribLocation(mProgramID, "colorAttrib");
shaderTextureSize = glGetUniformLocation(mProgramID, "TextureSize");
shaderOpacity = glGetUniformLocation(mProgramID, "opacity");
shaderSaturation = glGetUniformLocation(mProgramID, "saturation");
shaderDimming = glGetUniformLocation(mProgramID, "dimming");
shaderBGRAToRGBA = glGetUniformLocation(mProgramID, "BGRAToRGBA");
shaderFont = glGetUniformLocation(mProgramID, "font");
shaderPostProcessing = glGetUniformLocation(mProgramID, "postProcessing");
}
void Renderer::Shader::setModelViewProjectionMatrix(glm::mat4 mvpMatrix)
{
if (shaderMVPMatrix != GL_INVALID_VALUE && shaderMVPMatrix != GL_INVALID_OPERATION)
GL_CHECK_ERROR(glUniformMatrix4fv(shaderMVPMatrix, 1, GL_FALSE,
reinterpret_cast<GLfloat*>(&mvpMatrix)));
}
void Renderer::Shader::setAttribPointers()
{
if (shaderPosition != -1)
GL_CHECK_ERROR(
glVertexAttribPointer(shaderPosition, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, position))));
if (shaderTextureCoord != -1)
GL_CHECK_ERROR(
glVertexAttribPointer(shaderTextureCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, texture))));
if (shaderColor != -1)
GL_CHECK_ERROR(
glVertexAttribPointer(shaderColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, color))));
}
void Renderer::Shader::setTextureSize(std::array<GLfloat, 2> shaderVec2)
{
if (shaderTextureSize != -1)
GL_CHECK_ERROR(glUniform2f(shaderTextureSize, shaderVec2[0], shaderVec2[1]));
}
void Renderer::Shader::setOpacity(GLfloat opacity)
{
if (shaderOpacity != -1)
GL_CHECK_ERROR(glUniform1f(shaderOpacity, opacity));
}
void Renderer::Shader::setSaturation(GLfloat saturation)
{
if (shaderSaturation != -1)
GL_CHECK_ERROR(glUniform1f(shaderSaturation, saturation));
}
void Renderer::Shader::setDimming(GLfloat dimming)
{
if (shaderDimming != -1)
GL_CHECK_ERROR(glUniform1f(shaderDimming, dimming));
}
void Renderer::Shader::setBGRAToRGBA(GLboolean BGRAToRGBA)
{
if (shaderBGRAToRGBA != -1)
GL_CHECK_ERROR(glUniform1i(shaderBGRAToRGBA, BGRAToRGBA ? 1 : 0));
}
void Renderer::Shader::setFont(GLboolean font)
{
if (shaderFont != -1)
GL_CHECK_ERROR(glUniform1i(shaderFont, font ? 1 : 0));
}
void Renderer::Shader::setPostProcessing(GLboolean postProcessing)
{
if (shaderPostProcessing != -1)
GL_CHECK_ERROR(glUniform1i(shaderPostProcessing, postProcessing ? 1 : 0));
}
void Renderer::Shader::activateShaders()
{
// Install the shader program.
GL_CHECK_ERROR(glUseProgram(mProgramID));
}
void Renderer::Shader::deactivateShaders()
{
// Remove the shader program.
GL_CHECK_ERROR(glUseProgram(0));
}
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::printProgramInfoLog():\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, bool error)
{
if (glIsShader(shaderID)) {
int logLength;
int maxLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &maxLength);
std::vector<char> infoLog(maxLength);
if (infoLog.size() == 0)
return;
glGetShaderInfoLog(shaderID, maxLength, &logLength, &infoLog.front());
if (logLength > 0) {
LOG(LogDebug) << "Shader_GL21::printShaderInfoLog(): "
<< (error ? "Error" : "Warning") << " 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.";
}
}
} // namespace Renderer