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maszyna/gl/shader.cpp

342 lines
9.9 KiB
C++

#include "stdafx.h"
#include <fstream>
#include <sstream>
#include <cstring>
#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<std::string, gl::shader::components_e> 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<std::string, gl::shader::defaultparam_e> 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<GLuint, std::string> 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";
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<GLchar, 512> info{};
glGetShaderInfoLog(*this, static_cast<GLsizei>(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<GLint>(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, "instance_ubo")) != GL_INVALID_INDEX)
glUniformBlockBinding(*this, index, 3);
}
gl::program::program()
{
**this = glCreateProgram();
}
gl::program::program(std::vector<std::reference_wrapper<const gl::shader>> 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<GLchar, 512> info{};
glGetProgramInfoLog(*this, static_cast<GLsizei>(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);
}