#include "stdafx.h" #include #include #include "shader.h" #include "glsl_common.h" #include "utilities/Logs.h" inline bool strcend(std::string_view value, std::string_view ending) { if (ending.size() > value.size()) return false; return std::equal(ending.rbegin(), ending.rend(), value.rbegin()); } std::string gl::shader::read_file(const std::string &filename) const { 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)) != std::string::npos) { size_t fp = str.find('<', start_pos); size_t fe = str.find('>', start_pos); if (fp == std::string::npos || fe == std::string::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 if (strcend(filename, ".comp")) type = GL_COMPUTE_SHADER; else throw shader_exception("unknown shader " + filename); str += "#version 460 core\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"; else if (type == GL_COMPUTE_SHADER) str += "#define STAGE_COMPUTE 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"; // whether the colour written to the window is encoded by the shader (FBOUT) or left to the sRGB framebuffer (dither.glsl) str += std::string("#define OUTPUT_GAMMA ") + (Global.gfx_shadergamma ? "1" : "0") + "\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)) != std::string::npos) { size_t fp = str.find('(', start_pos); size_t fe = str.find(')', start_pos); if (fp == std::string::npos || fe == std::string::npos) return; std::istringstream ss(str.substr(fp + 1, fe - fp - 1)); std::string token; std::string uniformname; texture_entry conf; size_t arg = 0; while (std::getline(ss, token, ',')) { std::istringstream token_ss(token); if (arg == 0) token_ss >> uniformname; else if (arg == 1) token_ss >> conf.id; else if (arg == 2) { std::string comp; token_ss >> comp; if (!components_mapping.contains(comp)) log_error("unknown components: " + comp); else conf.components = components_mapping[comp]; } arg++; } if (arg == 3) { if (uniformname.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.try_emplace(uniformname, 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)) != std::string::npos) { size_t fp = str.find('(', start_pos); size_t fe = str.find(')', start_pos); if (fp == std::string::npos || fe == std::string::npos) return; std::istringstream ss(str.substr(fp + 1, fe - fp - 1)); std::string token; std::string uniformname; param_entry conf; size_t arg = 0; while (std::getline(ss, token, ',')) { std::istringstream token_ss(token); if (arg == 0) token_ss >> uniformname; 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.contains(tok)) log_error("unknown param default: " + tok); conf.defaultparam = defaultparams_mapping[tok]; } arg++; } if (arg == 5) { if (uniformname.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.try_emplace(uniformname, 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) const { ErrorLog("bad shader: " + name + ": " + str, logtype::shader); } gl::shader::shader(const std::string &filename) : name(filename) { auto [shadertype, shadersource] = process_source(filename, "shaders/"); const GLchar *cstr = shadersource.c_str(); **this = glCreateShader(shadertype); glShaderSource(*this, 1, &cstr, nullptr); glCompileShader(*this); GLint status; glGetShaderiv(*this, GL_COMPILE_STATUS, &status); if (!status) { std::array info{}; glGetShaderInfoLog(*this, static_cast(info.size()), nullptr, info.data()); log_error(std::string(info.data())); throw shader_exception("failed to compile " + filename + ": " + std::string(info.data())); } } gl::shader::~shader() { #ifndef SHADERVALIDATOR_STANDALONE glDeleteShader(*this); #endif } void gl::program::init() { bind(); for (auto const &[texturename, textureentry] : texture_conf) { shader::texture_entry const &e = textureentry; GLuint loc = glGetUniformLocation(*this, texturename.c_str()); glUniform1i(loc, static_cast(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); } gl::program::program() { **this = glCreateProgram(); } gl::program::program(std::vector> const &shaders) : program() { for (const gl::shader &s : shaders) attach(s); link(); } void gl::program::attach(const gl::shader &s) { for (auto [texturename, textureentry] : s.texture_conf) texture_conf.try_emplace(texturename, std::move(textureentry)); for (auto [paramname, paramentry] : s.param_conf) param_conf.try_emplace(paramname, std::move(paramentry)); glAttachShader(*this, *s); } void gl::program::link() { glLinkProgram(*this); GLint status; glGetProgramiv(*this, GL_LINK_STATUS, &status); if (!status) { std::array info{}; glGetProgramInfoLog(*this, static_cast(info.size()), nullptr, info.data()); throw shader_exception("failed to link program: " + std::string(info.data())); } init(); } gl::program::~program() { glDeleteProgram(*this); } void gl::program::bind(GLuint i) { glUseProgram(i); } void gl::program::dispatch(GLuint groups_x, GLuint groups_y, GLuint groups_z) { bind(); glDispatchCompute(groups_x, groups_y, groups_z); }