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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-14 16:50:53 +01:00
Files
maszyna/gl/shader.cpp
jerrrrycho aecc73e893 fix(render): antialias alpha tested edges with multisampling (eu07/maszyna#449)
The sides of the trackbed (and grass, fences, foliage) are cut out of their
textures by the alpha test, which keeps or drops whole pixels, so their edges
stayed jagged at any multisampling level; only geometry edges got smoothed.

With multisampling on, the alpha tested materials of the opaque colour pass
now draw with GL_SAMPLE_ALPHA_TO_COVERAGE. Their shaders do the alpha test
with alpha_test_fail() of glsl_common and write as alpha the coverage of the
test edge: the alpha sharpened around the opacity threshold to go from 0 to 1
over about a pixel, so the edge keeps the place it had and gets the samples
it covers. The renderer turns alpha to coverage on per material, only for
shaders which use the helper and only in the opaque pass with a positive
opacity, so translucent, water, terrain and the other shaders are unchanged.
Without multisampling the shaders work as before.
2026-11-08 01:34:35 +01:00

415 lines
14 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());
}
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) {
auto ext = reinterpret_cast<char const *>(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) 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
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.)
if (static bool const have_gpu_shader5 = has_gl_extension("GL_EXT_gpu_shader5"); 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);
// checked before the includes are expanded, since glsl_common defines the function
alpha_to_coverage = ( str.find( "alpha_test_fail(" ) != std::string::npos );
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, "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<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));
alpha_to_coverage = alpha_to_coverage || s.alpha_to_coverage;
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);
}