#include "stdafx.h" #include #include #include #include "shader.h" #include "glsl_common.h" #include "utilities/Logs.h" inline bool strcend(std::string const &value, std::string const &ending) { if (ending.size() > value.size()) return false; return std::equal(ending.rbegin(), ending.rend(), value.rbegin()); } namespace { // The project's glad config only generates GLAD_GL_ARB_texture_filter_anisotropic // among the ARB/EXT extension flags -- GL_ARB_texture_gather (desktop) and // GL_EXT_gpu_shader5 (GLES 3.1) aren't compiled in, so we can't gate the // shadow textureGather() optimisation on a GLAD constant. Query the live // extension string instead. The first call walks the extension list once // (no extension count in the dozens is large enough to matter here) and // the result is cached in the static bool inside has_gl_extension(), so // every subsequent shader compile is a plain bool read. // // SHADERVALIDATOR_STANDALONE gates out the GL queries because the offline // shader validator tool links glad.c but never calls gladLoadGL(); the // function pointers stay null and a real call would crash. Returning // false there means the standalone validator simply compiles the original // 16-tap PCF fallback path in light_common.glsl, which is what we want. bool has_gl_extension(char const *name) { #ifdef SHADERVALIDATOR_STANDALONE (void)name; return false; #else if (!glGetIntegerv || !glGetStringi) { return false; } GLint count = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &count); for (GLint i = 0; i < count; ++i) { char const *ext = reinterpret_cast(glGetStringi(GL_EXTENSIONS, i)); if (ext != nullptr && std::strcmp(ext, name) == 0) { return true; } } return false; #endif } } // anonymous namespace std::string gl::shader::read_file(const std::string &filename) { std::stringstream stream; std::ifstream f; f.open(filename); stream << f.rdbuf(); f.close(); std::string str = stream.str(); if (str.empty()) throw shader_exception("cannot read shader: " + filename); return str; } void gl::shader::expand_includes(std::string &str, const std::string &basedir) { size_t start_pos = 0; std::string magic = "#include"; while ((start_pos = str.find(magic, start_pos)) != str.npos) { size_t fp = str.find('<', start_pos); size_t fe = str.find('>', start_pos); if (fp == str.npos || fe == str.npos) return; std::string filename = str.substr(fp + 1, fe - fp - 1); std::string content; if (filename != "common") content = read_file(basedir + filename); else content = glsl_common; str.replace(start_pos, fe - start_pos + 1, content); } } std::unordered_map gl::shader::components_mapping = { { "R", components_e::R }, { "RG", components_e::RG }, { "RGB", components_e::RGB }, { "RGBA", components_e::RGBA }, { "sRGB", components_e::sRGB }, { "sRGB_A", components_e::sRGB_A } }; std::unordered_map gl::shader::defaultparams_mapping = { { "required", defaultparam_e::required }, { "nan", defaultparam_e::nan }, { "zero", defaultparam_e::zero }, { "one", defaultparam_e::one }, { "ambient", defaultparam_e::ambient }, { "diffuse", defaultparam_e::diffuse }, { "specular", defaultparam_e::specular }, { "glossiness", defaultparam_e::glossiness } }; std::pair gl::shader::process_source(const std::string &filename, const std::string &basedir) { std::string str; GLuint type; if (strcend(filename, ".vert")) type = GL_VERTEX_SHADER; else if (strcend(filename, ".frag")) type = GL_FRAGMENT_SHADER; else if (strcend(filename, ".geom")) type = GL_GEOMETRY_SHADER; else throw shader_exception("unknown shader " + filename); if (!Global.gfx_usegles) { str += "#version 330 core\n"; // textureGather() on sampler2DArrayShadow is core in GLSL 4.0. On 3.30 // desktop it requires GL_ARB_gpu_shader5 -- the older // GL_ARB_texture_gather (2010) only adds the non-shadow and the plain // sampler2DShadow overloads, NOT the sampler2DArrayShadow one we need // for cascaded shadow PCF. Some drivers advertise texture_gather but // reject the shadow-array overload because the spec for it lives in // gpu_shader5; so emit only when gpu_shader5 is advertised. When the // extension is missing, calc_shadow() in light_common.glsl falls back // to the original 16-tap hardware-PCF loop via #ifndef. // (Project's glad config doesn't generate GLAD_GL_ARB_gpu_shader5, // so we query the live extension list -- see has_gl_extension above.) static bool const have_gpu_shader5 = has_gl_extension("GL_ARB_gpu_shader5"); if (have_gpu_shader5) str += "#extension GL_ARB_gpu_shader5 : enable\n"; } else { if (GLAD_GL_ES_VERSION_3_1) { str += "#version 310 es\n"; // GLES 3.1 lacks textureGather on shadow samplers in core; the // EXT_gpu_shader5 extension adds it. Only emit the directive when // the driver advertises support (see desktop comment above). // (Glad config doesn't generate GLAD_GL_EXT_gpu_shader5 -- query // the live extension string the same way.) static bool const have_gpu_shader5 = has_gl_extension("GL_EXT_gpu_shader5"); if (have_gpu_shader5) str += "#extension GL_EXT_gpu_shader5 : enable\n"; if (type == GL_GEOMETRY_SHADER) str += "#extension GL_EXT_geometry_shader : require\n"; } else { str += "#version 300 es\n"; } str += "precision highp float;\n"; str += "precision highp int;\n"; str += "precision highp sampler2DShadow;\n"; str += "precision highp sampler2DArrayShadow;\n"; } // expose the shader stage to glsl_common so vertex-only built-ins // (gl_InstanceID, effective_modelview, etc.) can be guarded out of // fragment/geometry compilations. if (type == GL_VERTEX_SHADER) str += "#define STAGE_VERTEX 1\n"; else if (type == GL_FRAGMENT_SHADER) str += "#define STAGE_FRAGMENT 1\n"; else if (type == GL_GEOMETRY_SHADER) str += "#define STAGE_GEOMETRY 1\n"; str += "vec4 FBOUT(vec4 x) { return " + (Global.gfx_shadergamma ? std::string("vec4(pow(x.rgb, vec3(1.0 / 2.2)), x.a)") : std::string("x")) + "; }\n"; str += read_file(basedir + filename); expand_includes(str, basedir); parse_texture_entries(str); parse_param_entries(str); return std::make_pair(type, str); } void gl::shader::parse_texture_entries(std::string &str) { size_t start_pos = 0; std::string magic = "#texture"; while ((start_pos = str.find(magic, start_pos)) != str.npos) { size_t fp = str.find('(', start_pos); size_t fe = str.find(')', start_pos); if (fp == str.npos || fe == str.npos) return; std::istringstream ss(str.substr(fp + 1, fe - fp - 1)); std::string token; std::string name; texture_entry conf; size_t arg = 0; while (std::getline(ss, token, ',')) { std::istringstream token_ss(token); if (arg == 0) token_ss >> name; else if (arg == 1) token_ss >> conf.id; else if (arg == 2) { std::string comp; token_ss >> comp; if (components_mapping.find(comp) == components_mapping.end()) log_error("unknown components: " + comp); else conf.components = components_mapping[comp]; } arg++; } if (arg == 3) { if (name.empty()) log_error("empty name"); else if (conf.id >= gl::MAX_TEXTURES) log_error("invalid texture binding: " + std::to_string(conf.id)); else texture_conf.emplace(std::make_pair(name, conf)); } else log_error("invalid argument count to #texture"); str.erase(start_pos, fe - start_pos + 1); } } void gl::shader::parse_param_entries(std::string &str) { size_t start_pos = 0; std::string magic = "#param"; while ((start_pos = str.find(magic, start_pos)) != str.npos) { size_t fp = str.find('(', start_pos); size_t fe = str.find(')', start_pos); if (fp == str.npos || fe == str.npos) return; std::istringstream ss(str.substr(fp + 1, fe - fp - 1)); std::string token; std::string name; param_entry conf; size_t arg = 0; while (std::getline(ss, token, ',')) { std::istringstream token_ss(token); if (arg == 0) token_ss >> name; else if (arg == 1) token_ss >> conf.location; else if (arg == 2) token_ss >> conf.offset; else if (arg == 3) token_ss >> conf.size; else if (arg == 4) { std::string tok; token_ss >> tok; if (defaultparams_mapping.find(tok) == defaultparams_mapping.end()) log_error("unknown param default: " + tok); conf.defaultparam = defaultparams_mapping[tok]; } arg++; } if (arg == 5) { if (name.empty()) log_error("empty name"); else if (conf.location >= gl::MAX_PARAMS) log_error("invalid param binding: " + std::to_string(conf.location)); else if (conf.offset > 3) log_error("invalid offset: " + std::to_string(conf.offset)); else if (conf.offset + conf.size > 4) log_error("invalid size: " + std::to_string(conf.size)); else param_conf.emplace(std::make_pair(name, conf)); } else log_error("invalid argument count to #param"); str.erase(start_pos, fe - start_pos + 1); } } void gl::shader::log_error(const std::string &str) { ErrorLog("bad shader: " + name + ": " + str, logtype::shader); } gl::shader::shader(const std::string &filename) { name = filename; std::pair source = process_source(filename, "shaders/"); const GLchar *cstr = source.second.c_str(); **this = glCreateShader(source.first); glShaderSource(*this, 1, &cstr, 0); glCompileShader(*this); GLint status; glGetShaderiv(*this, GL_COMPILE_STATUS, &status); if (!status) { GLchar info[512]; glGetShaderInfoLog(*this, 512, 0, info); log_error(std::string(info)); throw shader_exception("failed to compile " + filename + ": " + std::string(info)); } } gl::shader::~shader() { #ifndef SHADERVALIDATOR_STANDALONE glDeleteShader(*this); #endif } void gl::program::init() { bind(); for (auto it : texture_conf) { shader::texture_entry &e = it.second; GLuint loc = glGetUniformLocation(*this, it.first.c_str()); glUniform1i(loc, e.id); } glUniform1i(glGetUniformLocation(*this, "shadowmap"), gl::SHADOW_TEX); glUniform1i(glGetUniformLocation(*this, "envmap"), gl::ENV_TEX); glUniform1i(glGetUniformLocation(*this, "headlightmap"), gl::HEADLIGHT_TEX); GLuint index; if ((index = glGetUniformBlockIndex(*this, "scene_ubo")) != GL_INVALID_INDEX) glUniformBlockBinding(*this, index, 0); if ((index = glGetUniformBlockIndex(*this, "model_ubo")) != GL_INVALID_INDEX) glUniformBlockBinding(*this, index, 1); if ((index = glGetUniformBlockIndex(*this, "light_ubo")) != GL_INVALID_INDEX) glUniformBlockBinding(*this, index, 2); if ((index = glGetUniformBlockIndex(*this, "instance_ubo")) != GL_INVALID_INDEX) glUniformBlockBinding(*this, index, 3); } gl::program::program() { **this = glCreateProgram(); } gl::program::program(std::vector> shaders) : program() { for (const gl::shader &s : shaders) attach(s); link(); } void gl::program::attach(const gl::shader &s) { for (auto it : s.texture_conf) texture_conf.emplace(std::make_pair(it.first, std::move(it.second))); for (auto it : s.param_conf) param_conf.emplace(std::make_pair(it.first, std::move(it.second))); glAttachShader(*this, *s); } void gl::program::link() { glLinkProgram(*this); GLint status; glGetProgramiv(*this, GL_LINK_STATUS, &status); if (!status) { GLchar info[512]; glGetProgramInfoLog(*this, 512, 0, info); throw shader_exception("failed to link program: " + std::string(info)); } init(); } gl::program::~program() { glDeleteProgram(*this); } void gl::program::bind(GLuint i) { glUseProgram(i); }