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/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/scummsys.h"
#if defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
#include "graphics/opengl/shader.h"
#include "graphics/opengl/context.h"
namespace OpenGL {
static const GLchar *readFile(const Common::String &filename) {
Common::File file;
// Allow load shaders from source code directory without install them
// It's used for development purpose
// FIXME: it's doesn't work with just search subdirs in 'engines'
SearchMan.addDirectory("GRIM_SHADERS", "engines/grim", 0, 2);
SearchMan.addDirectory("MYST3_SHADERS", "engines/myst3", 0, 2);
SearchMan.addDirectory("STARK_SHADERS", "engines/stark", 0, 2);
file.open(Common::String("shaders/") + filename);
if (!file.isOpen())
error("Could not open shader %s!", filename.c_str());
SearchMan.remove("GRIM_SHADERS");
SearchMan.remove("MYST3_SHADERS");
SearchMan.remove("STARK_SHADERS");
const int32 size = file.size();
GLchar *shaderSource = new GLchar[size + 1];
file.read(shaderSource, size);
file.close();
shaderSource[size] = '\0';
return shaderSource;
}
static GLuint createDirectShader(const char *shaderSource, GLenum shaderType, const Common::String &name) {
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &shaderSource, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
char buffer[512];
glGetShaderInfoLog(shader, 512, NULL, buffer);
error("Could not compile shader %s: %s", name.c_str(), buffer);
}
return shader;
}
static GLuint createCompatShader(const char *shaderSource, GLenum shaderType, const Common::String &name) {
const GLchar *versionSource = OpenGLContext.type == kContextGLES2 ? "#version 100\n" : "#version 120\n";
const GLchar *compatSource =
shaderType == GL_VERTEX_SHADER ? OpenGL::BuiltinShaders::compatVertex : OpenGL::BuiltinShaders::compatFragment;
const GLchar *shaderSources[] = {
versionSource,
compatSource,
shaderSource
};
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 3, shaderSources, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
char buffer[512];
glGetShaderInfoLog(shader, 512, NULL, buffer);
error("Could not compile shader %s: %s", name.c_str(), buffer);
}
return shader;
}
static GLuint loadShaderFromFile(const char *base, const char *extension, GLenum shaderType) {
const Common::String filename = Common::String(base) + "." + extension;
const GLchar *shaderSource = readFile(filename);
GLuint shader = createCompatShader(shaderSource, shaderType, filename);
delete[] shaderSource;
return shader;
}
/**
* A deleter for OpenGL programs pointers which can be used with Common::SharedPtr.
*/
struct SharedPtrProgramDeleter {
void operator()(GLuint *ptr) {
if (ptr) {
glDeleteProgram(*ptr);
}
delete ptr;
}
};
Shader* Shader::_previousShader = nullptr;
Shader::Shader(const Common::String &name, GLuint vertexShader, GLuint fragmentShader, const char **attributes)
: _name(name) {
assert(attributes);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
for (int idx = 0; attributes[idx]; ++idx) {
glBindAttribLocation(shaderProgram, idx, attributes[idx]);
_attributes.push_back(VertexAttrib(idx, attributes[idx]));
}
glLinkProgram(shaderProgram);
glDetachShader(shaderProgram, vertexShader);
glDetachShader(shaderProgram, fragmentShader);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
_shaderNo = Common::SharedPtr<GLuint>(new GLuint(shaderProgram), SharedPtrProgramDeleter());
_uniforms = Common::SharedPtr<UniformsMap>(new UniformsMap());
}
Shader *Shader::fromStrings(const Common::String &name, const char *vertex, const char *fragment, const char **attributes) {
GLuint vertexShader = createDirectShader(vertex, GL_VERTEX_SHADER, name + ".vertex");
GLuint fragmentShader = createDirectShader(fragment, GL_FRAGMENT_SHADER, name + ".fragment");
return new Shader(name, vertexShader, fragmentShader, attributes);
}
Shader *Shader::fromFiles(const char *vertex, const char *fragment, const char **attributes) {
GLuint vertexShader = loadShaderFromFile(vertex, "vertex", GL_VERTEX_SHADER);
GLuint fragmentShader = loadShaderFromFile(fragment, "fragment", GL_FRAGMENT_SHADER);
Common::String name = Common::String::format("%s/%s", vertex, fragment);
return new Shader(name, vertexShader, fragmentShader, attributes);
}
void Shader::use(bool forceReload) {
static uint32 previousNumAttributes = 0;
if (this == _previousShader && !forceReload)
return;
// The previous shader might have had more attributes. Disable any extra ones.
if (_attributes.size() < previousNumAttributes) {
for (uint32 i = _attributes.size(); i < previousNumAttributes; ++i) {
glDisableVertexAttribArray(i);
}
}
_previousShader = this;
previousNumAttributes = _attributes.size();
glUseProgram(*_shaderNo);
for (uint32 i = 0; i < _attributes.size(); ++i) {
VertexAttrib &attrib = _attributes[i];
if (attrib._enabled) {
glEnableVertexAttribArray(i);
glBindBuffer(GL_ARRAY_BUFFER, attrib._vbo);
glVertexAttribPointer(i, attrib._size, attrib._type, attrib._normalized, attrib._stride, (const GLvoid *)attrib._offset);
} else {
glDisableVertexAttribArray(i);
switch (attrib._size) {
case 2:
glVertexAttrib2fv(i, attrib._const);
break;
case 3:
glVertexAttrib3fv(i, attrib._const);
break;
case 4:
glVertexAttrib4fv(i, attrib._const);
break;
}
}
}
}
GLuint Shader::createBuffer(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage) {
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(target, vbo);
glBufferData(target, size, data, usage);
return vbo;
}
void Shader::freeBuffer(GLuint vbo) {
glDeleteBuffers(1, &vbo);
}
VertexAttrib &Shader::getAttributeAt(uint32 idx) {
assert(idx < _attributes.size());
return _attributes[idx];
}
VertexAttrib &Shader::getAttribute(const char *attrib) {
for (uint32 i = 0; i < _attributes.size(); ++i)
if (_attributes[i]._name.equals(attrib))
return _attributes[i];
error("Could not find attribute %s in shader %s", attrib, _name.c_str());
return _attributes[0];
}
void Shader::enableVertexAttribute(const char *attrib, GLuint vbo, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uint32 offset) {
VertexAttrib &va = getAttribute(attrib);
va._enabled = true;
va._vbo = vbo;
va._size = size;
va._type = type;
va._normalized = normalized;
va._stride = stride;
va._offset = offset;
}
void Shader::disableVertexAttribute(const char *attrib, int size, const float *data) {
VertexAttrib &va = getAttribute(attrib);
va._enabled = false;
va._size = size;
for (int i = 0; i < size; ++i)
va._const[i] = data[i];
}
void Shader::unbind() {
glUseProgram(0);
_previousShader = nullptr;
}
Shader::~Shader() {
// If this is the currently active shader, unbind
if (_previousShader == this) {
unbind();
}
}
} // End of namespace OpenGL
#endif
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