519 lines
15 KiB
C++
519 lines
15 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/scummsys.h"
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#include "common/config-manager.h"
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#include "graphics/opengl/system_headers.h"
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#if defined(USE_OPENGL) && !USE_FORCED_GLES
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#include "graphics/opengl/shader.h"
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#include "graphics/opengl/context.h"
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namespace OpenGL {
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static const char *compatVertex =
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"#if defined(GL_ES)\n"
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"#define ROUND(x) (sign(x) * floor(abs(x) + .5))\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#elif __VERSION__ < 130\n"
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"#define ROUND(x) (sign(x) * floor(abs(x) + .5))\n"
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"#define highp\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#else\n"
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"#define ROUND(x) round(x)\n"
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"#endif\n";
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static const char *compatFragment =
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"#if defined(GL_ES)\n"
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"#define in varying\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#elif __VERSION__ < 130\n"
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"#define in varying\n"
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#else\n"
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"#define OUTPUT out vec4 outColor;\n"
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"#endif\n";
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// OGLES2 on AmigaOS doesn't support uniform booleans, let's introduce some shim
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#if defined(AMIGAOS)
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static const char *compatUniformBool =
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"#define UBOOL mediump int\n"
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"#define UBOOL_TEST(v) (v != 0)\n";
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#else
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static const char *compatUniformBool =
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"#define UBOOL bool\n"
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"#define UBOOL_TEST(v) v\n";
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#endif
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static const GLchar *readFile(const Common::String &filename) {
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Common::File file;
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Common::String shaderDir;
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#ifndef RELEASE_BUILD
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// Allow load shaders from source code directory without install them.
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// It's used for development purpose.
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// Additionally allow load shaders outside distribution data path,
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// 'extrapath' is used temporary in SearchMan.
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SearchMan.addDirectory("GRIM_SHADERS", "engines/grim", 0, 2);
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SearchMan.addDirectory("MYST3_SHADERS", "engines/myst3", 0, 2);
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SearchMan.addDirectory("STARK_SHADERS", "engines/stark", 0, 2);
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SearchMan.addDirectory("WINTERMUTE_SHADERS", "engines/wintermute/base/gfx/opengl", 0, 2);
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SearchMan.addDirectory("PLAYGROUND3D_SHADERS", "engines/playground3d", 0, 2);
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SearchMan.addDirectory("HPL1_SHADERS", "engines/hpl1/engine/impl", 0, 2);
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#endif
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if (ConfMan.hasKey("extrapath")) {
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SearchMan.addDirectory("EXTRA_PATH", Common::FSNode(ConfMan.get("extrapath")), 0, 2);
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}
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#if !defined(IPHONE)
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shaderDir = "shaders/";
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#endif
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file.open(shaderDir + filename);
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if (!file.isOpen())
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error("Could not open shader %s!", filename.c_str());
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#ifndef RELEASE_BUILD
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SearchMan.remove("GRIM_SHADERS");
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SearchMan.remove("MYST3_SHADERS");
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SearchMan.remove("STARK_SHADERS");
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SearchMan.remove("WINTERMUTE_SHADERS");
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SearchMan.remove("PLAYGROUND3D_SHADERS");
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SearchMan.remove("HPL1_SHADERS");
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#endif
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SearchMan.remove("EXTRA_PATH");
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const int32 size = file.size();
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GLchar *shaderSource = new GLchar[size + 1];
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file.read(shaderSource, size);
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file.close();
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shaderSource[size] = '\0';
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return shaderSource;
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}
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GLuint Shader::createDirectShader(size_t shaderSourcesCount, const char *const *shaderSources, GLenum shaderType, const Common::String &name) {
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GLuint shader;
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GL_ASSIGN(shader, glCreateShader(shaderType));
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GL_CALL(glShaderSource(shader, shaderSourcesCount, shaderSources, NULL));
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GL_CALL(glCompileShader(shader));
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GLint status;
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GL_CALL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status));
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if (status != GL_TRUE) {
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GLint logSize;
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GL_CALL(glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize));
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GLchar *log = new GLchar[logSize];
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GL_CALL(glGetShaderInfoLog(shader, logSize, nullptr, log));
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_error = Common::String::format("Could not compile shader %s: %s", name.c_str(), log);
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warning("Shader::createDirectShader(): %s", _error.c_str());
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delete[] log;
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return 0;
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}
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return shader;
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}
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GLuint Shader::createCompatShader(const char *shaderSource, GLenum shaderType, const Common::String &name, int compatGLSLVersion) {
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GLchar versionSource[20];
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if (OpenGLContext.type == kContextGLES2) {
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switch(compatGLSLVersion) {
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case 100:
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case 110:
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case 120:
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// GLSL ES 1.00 is a subset of GLSL 1.20
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compatGLSLVersion = 100;
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break;
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default:
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_error = Common::String::format("Invalid GLSL version %d", compatGLSLVersion);
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warning("Shader: createCompatShader(): %s", _error.c_str());
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return 0;
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}
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} else {
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switch(compatGLSLVersion) {
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case 100:
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case 110:
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case 120:
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break;
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default:
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_error = Common::String::format("Invalid GLSL version %d", compatGLSLVersion);
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warning("Shader: createCompatShader(): %s", _error.c_str());
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return 0;
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}
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}
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if (OpenGLContext.glslVersion < compatGLSLVersion) {
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_error = Common::String::format("Required GLSL version %d is not supported (%d maximum)", compatGLSLVersion, OpenGLContext.glslVersion);
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warning("Shader: createCompatShader(): %s", _error.c_str());
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return 0;
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}
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Common::sprintf_s(versionSource, "#version %d\n", compatGLSLVersion);
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const GLchar *compatSource =
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shaderType == GL_VERTEX_SHADER ? compatVertex : compatFragment;
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const GLchar *shaderSources[] = {
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versionSource,
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compatSource,
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compatUniformBool,
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shaderSource
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};
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GLuint shader;
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GL_ASSIGN(shader, glCreateShader(shaderType));
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GL_CALL(glShaderSource(shader, 4, shaderSources, NULL));
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GL_CALL(glCompileShader(shader));
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GLint status;
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GL_CALL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status));
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if (status != GL_TRUE) {
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GLint logSize;
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GL_CALL(glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize));
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GLchar *log = new GLchar[logSize];
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GL_CALL(glGetShaderInfoLog(shader, logSize, nullptr, log));
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_error = Common::String::format("Could not compile shader %s: %s", name.c_str(), log);
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warning("Shader: createCompatShader(): %s", _error.c_str());
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return 0;
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}
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return shader;
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}
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GLuint Shader::loadShaderFromFile(const char *base, const char *extension, GLenum shaderType, int compatGLSLVersion) {
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const Common::String filename = Common::String(base) + "." + extension;
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const GLchar *shaderSource = readFile(filename);
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GLuint shader;
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if (compatGLSLVersion) {
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shader = createCompatShader(shaderSource, shaderType, filename, compatGLSLVersion);
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} else {
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shader = createDirectShader(1, &shaderSource, shaderType, filename);
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}
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delete[] shaderSource;
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return shader;
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}
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/**
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* A deleter for OpenGL programs pointers which can be used with Common::SharedPtr.
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*/
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struct SharedPtrProgramDeleter {
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void operator()(GLuint *ptr) {
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if (ptr) {
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GL_CALL(glDeleteProgram(*ptr));
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}
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delete ptr;
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}
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};
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Shader *Shader::_previousShader = nullptr;
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uint32 Shader::previousNumAttributes = 0;
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Shader::Shader() {
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}
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bool Shader::loadShader(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char *const *attributes) {
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assert(attributes);
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_name = name;
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GLuint shaderProgram;
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GL_ASSIGN(shaderProgram, glCreateProgram());
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GL_CALL(glAttachShader(shaderProgram, vertexShader));
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GL_CALL(glAttachShader(shaderProgram, fragmentShader));
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for (int idx = 0; attributes[idx]; ++idx) {
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GL_CALL(glBindAttribLocation(shaderProgram, idx, attributes[idx]));
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_attributes.push_back(VertexAttrib(idx, attributes[idx]));
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}
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GL_CALL(glLinkProgram(shaderProgram));
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GLint status;
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GL_CALL(glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status));
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if (status != GL_TRUE) {
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GLint logSize;
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GL_CALL(glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &logSize));
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GLchar *log = new GLchar[logSize];
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GL_CALL(glGetProgramInfoLog(shaderProgram, logSize, nullptr, log));
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_error = Common::String::format("Could not link shader %s: %s", name.c_str(), log);
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warning("Shader:Shader(): %s", _error.c_str());
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return false;
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}
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GL_CALL(glDetachShader(shaderProgram, vertexShader));
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GL_CALL(glDetachShader(shaderProgram, fragmentShader));
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GL_CALL(glDeleteShader(vertexShader));
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GL_CALL(glDeleteShader(fragmentShader));
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_shaderNo = Common::SharedPtr<GLuint>(new GLuint(shaderProgram), SharedPtrProgramDeleter());
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_uniforms = Common::SharedPtr<UniformsMap>(new UniformsMap());
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return true;
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}
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Shader *Shader::fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion) {
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Shader *shader = new Shader;
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shader->loadFromStrings(name, vertex, fragment, attributes, compatGLSLVersion);
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if (shader->hasError())
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error("%s", shader->getError().c_str());
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return shader;
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}
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bool Shader::loadFromStrings(const Common::String &name, const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion) {
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GLuint vertexShader, fragmentShader;
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if (compatGLSLVersion) {
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vertexShader = createCompatShader(vertex, GL_VERTEX_SHADER, name + ".vertex", compatGLSLVersion);
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if (!vertexShader)
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return false;
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fragmentShader = createCompatShader(fragment, GL_FRAGMENT_SHADER, name + ".fragment", compatGLSLVersion);
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} else {
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vertexShader = createDirectShader(1, &vertex, GL_VERTEX_SHADER, name + ".vertex");
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if (!vertexShader)
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return false;
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fragmentShader = createDirectShader(1, &fragment, GL_FRAGMENT_SHADER, name + ".fragment");
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}
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if (!fragmentShader)
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return false;
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return loadShader(name, vertexShader, fragmentShader, attributes);
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}
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bool Shader::loadFromStringsArray(const Common::String &name,
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size_t vertexCount, const char *const *vertex,
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size_t fragmentCount, const char *const *fragment,
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const char *const *attributes) {
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GLuint vertexShader, fragmentShader;
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vertexShader = createDirectShader(vertexCount, vertex, GL_VERTEX_SHADER, name + ".vertex");
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if (!vertexShader)
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return false;
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fragmentShader = createDirectShader(fragmentCount, fragment, GL_FRAGMENT_SHADER, name + ".fragment");
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if (!fragmentShader)
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return false;
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return loadShader(name, vertexShader, fragmentShader, attributes);
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}
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Shader *Shader::fromFiles(const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion) {
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Shader *shader = new Shader;
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shader->loadFromFiles(vertex, fragment, attributes, compatGLSLVersion);
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if (shader->hasError())
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error("%s", shader->getError().c_str());
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return shader;
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}
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bool Shader::loadFromFiles(const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion) {
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GLuint vertexShader = loadShaderFromFile(vertex, "vertex", GL_VERTEX_SHADER, compatGLSLVersion);
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if (!vertexShader)
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return false;
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GLuint fragmentShader = loadShaderFromFile(fragment, "fragment", GL_FRAGMENT_SHADER, compatGLSLVersion);
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if (!fragmentShader)
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return false;
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Common::String name = Common::String::format("%s/%s", vertex, fragment);
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return loadShader(name, vertexShader, fragmentShader, attributes);
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}
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void Shader::use(bool forceReload) {
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if (this == _previousShader && !forceReload)
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return;
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// The previous shader might have had more attributes. Disable any extra ones.
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if (_attributes.size() < previousNumAttributes) {
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for (uint32 i = _attributes.size(); i < previousNumAttributes; ++i) {
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GL_CALL(glDisableVertexAttribArray(i));
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}
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}
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_previousShader = this;
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previousNumAttributes = _attributes.size();
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GL_CALL(glUseProgram(*_shaderNo));
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for (uint32 i = 0; i < _attributes.size(); ++i) {
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VertexAttrib &attrib = _attributes[i];
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if (attrib._enabled) {
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GL_CALL(glEnableVertexAttribArray(i));
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GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, attrib._vbo));
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GL_CALL(glVertexAttribPointer(i, attrib._size, attrib._type, attrib._normalized, attrib._stride, (const void *)attrib._pointer));
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} else {
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GL_CALL(glDisableVertexAttribArray(i));
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switch (attrib._size) {
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case 2:
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GL_CALL(glVertexAttrib2fv(i, attrib._const));
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break;
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case 3:
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GL_CALL(glVertexAttrib3fv(i, attrib._const));
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break;
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case 4:
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GL_CALL(glVertexAttrib4fv(i, attrib._const));
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break;
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}
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}
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}
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GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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GLuint Shader::createBuffer(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {
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GLuint vbo;
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GL_CALL(glGenBuffers(1, &vbo));
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GL_CALL(glBindBuffer(target, vbo));
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GL_CALL(glBufferData(target, size, data, usage));
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GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, 0));
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return vbo;
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}
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void Shader::freeBuffer(GLuint vbo) {
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GL_CALL(glDeleteBuffers(1, &vbo));
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}
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bool Shader::addAttribute(const char *attrib) {
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// Once we are linked we can't rebind the attribute so we have to deal with its place defined by OpenGL
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// As we store attribute at its OpenGL index, we will end up with empty attributes in the middle
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uint32 i;
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for (i = 0; i < _attributes.size(); ++i)
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if (_attributes[i]._name.equals(attrib))
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return true;
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GLint result = -1;
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GL_ASSIGN(result, glGetAttribLocation(*_shaderNo, attrib));
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if (result < 0)
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return false;
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// Make sure we can store our new attribute
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if (_attributes.size() <= (uint)result) {
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for(; i < (uint)result; i++) {
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_attributes.push_back(VertexAttrib(i, ""));
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}
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_attributes.push_back(VertexAttrib(result, attrib));
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}
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_attributes[result] = VertexAttrib(result, attrib);
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return true;
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}
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VertexAttrib &Shader::getAttributeAt(uint32 idx) {
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assert(idx < _attributes.size());
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return _attributes[idx];
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}
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VertexAttrib &Shader::getAttribute(const char *attrib) {
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for (uint32 i = 0; i < _attributes.size(); ++i)
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if (_attributes[i]._name.equals(attrib))
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return _attributes[i];
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_error = Common::String::format("Could not find attribute %s in shader %s", attrib, _name.c_str());
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warning("Shader: getAttribute(): %s", _error.c_str());
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return _attributes[0];
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}
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void Shader::enableVertexAttribute(const char *attrib, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) {
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VertexAttrib &va = getAttribute(attrib);
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va._enabled = true;
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va._vbo = 0;
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va._size = size;
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va._type = type;
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va._normalized = normalized;
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va._stride = stride;
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va._pointer = (uintptr)pointer;
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}
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void Shader::enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uint32 offset) {
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VertexAttrib &va = getAttribute(attrib);
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va._enabled = true;
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va._vbo = vbo;
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va._size = size;
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va._type = type;
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va._normalized = normalized;
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va._stride = stride;
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va._pointer = offset;
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}
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void Shader::disableVertexAttribute(const char *attrib, int size, const float *data) {
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VertexAttrib &va = getAttribute(attrib);
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va._enabled = false;
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va._size = size;
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for (int i = 0; i < size; ++i)
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va._const[i] = data[i];
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}
|
|
|
|
void Shader::unbind() {
|
|
GL_CALL(glUseProgram(0));
|
|
_previousShader = nullptr;
|
|
|
|
// Disable all vertex attributes as well
|
|
for (uint32 i = 0; i < previousNumAttributes; ++i) {
|
|
GL_CALL(glDisableVertexAttribArray(i));
|
|
}
|
|
previousNumAttributes = 0;
|
|
}
|
|
|
|
Shader::~Shader() {
|
|
// If this is the currently active shader, unbind
|
|
if (_previousShader == this) {
|
|
unbind();
|
|
}
|
|
}
|
|
|
|
} // End of namespace OpenGL
|
|
|
|
#endif
|