scummvm/graphics/opengl/shader.h
2022-10-08 23:39:18 +02:00

259 lines
8.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef GRAPHICS_OPENGL_SHADER_H
#define GRAPHICS_OPENGL_SHADER_H
#include "common/file.h"
#include "common/array.h"
#include "common/ptr.h"
#include "math/matrix3.h"
#include "math/matrix4.h"
#include "math/vector2d.h"
#include "math/vector3d.h"
#include "math/vector4d.h"
#include "graphics/opengl/debug.h"
#include "graphics/opengl/system_headers.h"
namespace OpenGL {
struct VertexAttrib {
VertexAttrib(uint32 idx, const char *name) :
_enabled(false), _idx(idx), _name(name), _vbo(0), _size(0),
_type(GL_FLOAT), _normalized(false), _stride(0), _pointer(0) {}
bool _enabled;
uint32 _idx;
Common::String _name;
GLuint _vbo;
GLint _size;
GLenum _type;
bool _normalized;
GLsizei _stride;
uintptr _pointer;
float _const[4];
};
class Shader {
typedef Common::HashMap<Common::String, GLint> UniformsMap;
public:
Shader();
~Shader();
Shader *clone() {
return new Shader(*this);
}
void use(bool forceReload = false);
bool setUniform(const Common::String &uniform, const Math::Matrix4 &m) {
GLint pos = getUniformLocation(uniform);
if (pos != -1) {
use();
GL_CALL(glUniformMatrix4fv(pos, 1, GL_FALSE, m.getData()));
return true;
} else {
return false;
}
}
bool setUniform(const Common::String &uniform, const Math::Matrix3 &m) {
GLint pos = getUniformLocation(uniform);
if (pos != -1) {
use();
GL_CALL(glUniformMatrix3fv(pos, 1, GL_FALSE, m.getData()));
return true;
} else {
return false;
}
}
bool setUniform(const Common::String &uniform, const Math::Vector4d &v) {
GLint pos = getUniformLocation(uniform);
if (pos != -1) {
use();
GL_CALL(glUniform4fv(pos, 1, v.getData()));
return true;
} else {
return false;
}
}
bool setUniform(const Common::String &uniform, const Math::Vector3d &v) {
GLint pos = getUniformLocation(uniform);
if (pos != -1) {
use();
GL_CALL(glUniform3fv(pos, 1, v.getData()));
return true;
} else {
return false;
}
}
bool setUniform(const Common::String &uniform, const Math::Vector2d &v) {
GLint pos = getUniformLocation(uniform);
if (pos != -1) {
use();
GL_CALL(glUniform2fv(pos, 1, v.getData()));
return true;
} else {
return false;
}
}
bool setUniform(const Common::String &uniform, unsigned int x) {
GLint pos = getUniformLocation(uniform);
if (pos != -1) {
use();
GL_CALL(glUniform1i(pos, x));
return true;
} else {
return false;
}
}
// Different name to avoid overload ambiguity
bool setUniform1f(const Common::String &uniform, float f) {
GLint pos = getUniformLocation(uniform);
if (pos != -1) {
use();
GL_CALL(glUniform1f(pos, f));
return true;
} else {
return false;
}
}
GLint getUniformLocation(const Common::String &uniform) const {
UniformsMap::iterator kv = _uniforms->find(uniform);
if (kv == _uniforms->end()) {
GLint ret;
GL_ASSIGN(ret, glGetUniformLocation(*_shaderNo, uniform.c_str()));
_uniforms->setVal(uniform, ret);
return ret;
} else {
return kv->_value;
}
}
void enableVertexAttribute(const char *attrib, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
void enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uint32 offset);
void disableVertexAttribute(const char *attrib, int size, const float *data);
template <int r>
void disableVertexAttribute(const char *attrib, const Math::Matrix<r,1> &m) {
disableVertexAttribute(attrib, r, m.getData());
}
bool addAttribute(const char *attrib);
VertexAttrib & getAttributeAt(uint32 idx);
VertexAttrib & getAttribute(const char *attrib);
static GLuint createBuffer(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage = GL_STATIC_DRAW);
static void freeBuffer(GLuint vbo);
/**
* Creates a shader object from files
*
* For shader files (used by games), we used to require GLSL 1.20, this is the default for compatGLSLVersion.
* The GLSL version is converted to GLSL ES version if needed.
*
* @param name The name of the shader for errors messages
* @param vertex The vertex shader code
* @param fragment The fragment shader code
* @param attributes The vertex attributes names for indexing
* @param compatGLSLVersion The GLSL version required: 0 for no preprocessing, 100 for GLSL 1.00 and so on
*
* @return the shader object created
*/
static Shader *fromFiles(const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion = 120);
static Shader *fromFiles(const char *shared, const char *const *attributes, int compatGLSLVersion = 120) {
return fromFiles(shared, shared, attributes, compatGLSLVersion);
}
/**
* Creates a shader object from strings
*
* Shader strings are usually included in backends and don't need preprocessing, this is the default for compatGLSLVersion.
* The GLSL version is converted to GLSL ES version if needed.
*
* @param name The name of the shader for errors messages
* @param vertex The vertex shader code
* @param fragment The fragment shader code
* @param attributes The vertex attributes names for indexing
* @param compatGLSLVersion The GLSL version required: 0 for no preprocessing, 100 for GLSL 1.00 and so on
*
* @return the shader object created
*/
static Shader *fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion = 0);
bool loadFromFiles(const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion = 120);
bool loadFromStrings(const Common::String &name, const char *vertex, const char *fragment, const char *const *attributes, int compatGLSLVersion = 0);
/**
* Creates a shader object from strings arrays
*
* Everything is loaded directly without any preprocessing.
*
* @param name The name of the shader for errors messages
* @param vertexCount The number of vertex shader code parts
* @param vertex The vertex shader code parts
* @param fragmentCount The number of fragment shader code parts
* @param fragment The fragment shader code parts
* @param attributes The vertex attributes names for indexing
*
* @return the loading status
*/
bool loadFromStringsArray(const Common::String &name,
size_t vertexCount, const char *const *vertex,
size_t fragmentCount, const char *const *fragment,
const char *const *attributes);
void unbind();
Common::String &getError() { return _error; }
bool hasError() { return !_error.empty(); }
private:
bool loadShader(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char *const *attributes);
GLuint createCompatShader(const char *shaderSource, GLenum shaderType, const Common::String &name, int compatGLSLVersion);
GLuint createDirectShader(size_t shaderSourcesCount, const char *const *shaderSources, GLenum shaderType, const Common::String &name);
GLuint loadShaderFromFile(const char *base, const char *extension, GLenum shaderType, int compatGLSLVersion);
// Since this class is cloned using the implicit copy constructor,
// a reference counting pointer is used to ensure deletion of the OpenGL
// program upon destruction of the last clone.
Common::SharedPtr<GLuint> _shaderNo;
Common::String _name;
Common::Array<VertexAttrib> _attributes;
Common::SharedPtr<UniformsMap> _uniforms;
static Shader *_previousShader;
static uint32 previousNumAttributes;
Common::String _error;
};
} // End of namespace OpenGL
#endif