ULRE/src/RenderDriver/GLSL.cpp

394 lines
15 KiB
C++

#include<hgl/render/Shader.h>
//#include<hgl/LogInfo.h>
#include<hgl/type/Smart.h>
#include<malloc.h>
#include<GLEWCore/glew.h>
namespace hgl
{
namespace
{
constexpr uint OpenGLShaderType[ShaderType::stEnd]=
{
GL_VERTEX_SHADER, ///<顶点着色程序
GL_TESS_CONTROL_SHADER, ///<镶嵌控制着色程序(需OpenGL 4.0或ARB_tessellation_shader)
GL_TESS_EVALUATION_SHADER, ///<镶嵌评估着色程序(需OpenGL 4.0或ARB_tessellation_shader)
GL_GEOMETRY_SHADER, ///<几何着色程序
GL_FRAGMENT_SHADER, ///<片断着色程序
GL_COMPUTE_SHADER ///<计算着色程序(需OpenGL 4.3或ARB_compute_shader)
};
}
const char ShaderTypeName[ShaderType::stEnd][32]=
{
"Vertex",
"TessControl",
"TessEvaluation",
"Geometry",
"Fragment",
"Compute"
};
namespace
{
/**
* 编译一段shader
* @param type 类型
* @param name 名称
* @param shader_source 代码
* @return 编译成功的shader句柄
* @return 0 编译失败
*/
GLuint CompileShader(GLenum type,const char *name,const char *shader_source)
{
if(!shader_source)return(0);
GLuint shader=glCreateShader(type);
glShaderSource(shader,1,&shader_source,0);
glCompileShader(shader);
GLint compiled,log_length;
glGetShaderiv(shader,GL_COMPILE_STATUS,&compiled);
if(compiled)
return(shader);
glGetShaderiv(shader,GL_INFO_LOG_LENGTH,&log_length);
GLint char_writen;
char *log=new char[log_length];
glGetShaderInfoLog(shader,log_length,&char_writen,log);
// LOG_HINT(UTF8String(name)+U8_TEXT(" shader compile error\n\n")+ UTF8String(log));
delete[] log;
//LOG_ERROR(shader_source);
glDeleteShader(shader);
return(0);
}
}//namespace
void Shader::Clear()
{
for(int i=0;i<ShaderType::stEnd;i++)
if(shader_index[i])
{
glDeleteShader(shader_index[i]);
shader_index[i]=0;
}
if(program)
{
glDeleteProgram(program);
program=0;
}
}
/**
* 编译一个glsl着色程序
* @param shader_type 着色程序类型
* @param shader_codes 着色程序代码
* @return 是否添加编程成功
*/
bool Shader::AddShader(const int shader_type,const char *shader_codes)
{
if(shader_type<0||shader_type>=ShaderType::stEnd)return(false);
if(shader_index[shader_type])return(false);
if(!shader_codes
||!(*shader_codes))return(false);
shader_index[shader_type]=CompileShader(OpenGLShaderType[shader_type],ShaderTypeName[shader_type],shader_codes);
if(!shader_index[shader_type])
return(false);
return(true);
}
bool Shader::Build()
{
program=glCreateProgram();
for(int i=0;i<ShaderType::stEnd;i++)
if(shader_index[i])
glAttachShader(program,shader_index[i]);
return(Link());
}
bool Shader::Link()
{
if(!program)return(false);
glLinkProgram(program);
GLint linked;
glGetProgramiv(program,GL_LINK_STATUS,&linked);
if(linked)
return(true);
GLint log_length,char_written;
char *log;
glGetProgramiv(program,GL_INFO_LOG_LENGTH,&log_length);
log=new char[log_length];
glGetProgramInfoLog(program,log_length,&char_written,log);
// LOG_ERROR(u8"Shader program link error\n\n"+UTF8String(log));
delete[] log;
Clear();
return(false);
}
bool Shader::Use() ///<使用当前着色程序
{
if(!program)
return(false);
glUseProgram(program);
return(true);
}
/**
* 取得属性索引地址
* @param name 属性名称
* @return 索引地址
* @return -1 出错
*/
int Shader::_GetAttribLocation(const char *name)
{
if(!program)
{
// LOG_ERROR(u8"GetAttribLocation("+UTF8String(name)+u8"),program=0");
return(-1);
}
return glGetAttribLocation(program,name);
}
//bool Shader::SetAttrib1f(int location,float value)
//{
// if(!program)
// return(false);
// glVertexAttrib1f(location,value);
// return(true);
//}
//bool Shader::GetAttrib1f(int location,float &value)
//{
// if(!program)
// return(false);
// glGetVertexAttribfv(location,GL_CURRENT_VERTEX_ATTRIB,&value);
// return(true);
//}
/**
* 取得一个变量的地址
* @param name 变量名称
* @return 地址
* @return -1 出错
*/
int Shader::_GetUniformLocation(const char *name) ///<取得一个变量的地址
{
if(!program)
{
// LOG_ERROR(u8"GetUniformLocation("+UTF8String(name)+u8"),program=0");
return(-1);
}
const int result=glGetUniformLocation(program,name);
if(result==-1)
{
const int gl_error=glGetError();
// LOG_ERROR(u8"GetUniformLocation("+UTF8String(name)+u8"),program="+UTF8String(program)+u8",result=-1,gl_error="+UTF8String(gl_error));
}
return(result);
}
#define HGL_GLSL_CHECK_PROGRAM_AND_LOCATION(func) if(!program) \
{ \
/*LOG_ERROR(u8"Shader::SetUniform" #func ",program=0"); */\
return(false); \
} \
\
if(location<0) \
{ \
/*LOG_ERROR(u8"Shader::SetUniform" #func ",location="+UTF8String(location));*/ \
return(false); \
}
#define HGL_GLSL_SetUniform1234(func,type) bool Shader::SetUniform1##func(int location,type v0) \
{ \
HGL_GLSL_CHECK_PROGRAM_AND_LOCATION(1##func) \
\
glProgramUniform1##func(program,location,v0); \
return(true); \
} \
\
bool Shader::SetUniform2##func(int location,type v0,type v1) \
{ \
HGL_GLSL_CHECK_PROGRAM_AND_LOCATION(2##func) \
\
glProgramUniform2##func(program,location,v0,v1); \
return(true); \
} \
\
bool Shader::SetUniform3##func(int location,type v0,type v1,type v2) \
{ \
HGL_GLSL_CHECK_PROGRAM_AND_LOCATION(3##func) \
\
glProgramUniform3##func(program,location,v0,v1,v2); \
return(true); \
} \
\
bool Shader::SetUniform4##func(int location,type v0,type v1,type v2,type v3) \
{ \
HGL_GLSL_CHECK_PROGRAM_AND_LOCATION(4##func) \
\
glProgramUniform4##func(program,location,v0,v1,v2,v3); \
return(true); \
}
HGL_GLSL_SetUniform1234(f,float);
HGL_GLSL_SetUniform1234(i,int);
HGL_GLSL_SetUniform1234(ui,unsigned int);
#undef HGL_GLSL_SetUniform1234
#define HGL_GLSL_SetUniformPointer(func,type) bool Shader::SetUniform##func(int location,const type *value) \
{ \
if(!program) \
{ \
/*LOG_ERROR(u8"Shader::SetUniform" #func ",program=0");*/ \
return(false); \
} \
\
if(location<0) \
{ \
/*LOG_ERROR(u8"Shader::SetUniform" #func ",location="+UTF8String(location));*/ \
return(false); \
} \
\
if(!value) \
{ \
/*LOG_ERROR(u8"Shader::SetUniform" #func ",value=nullptr");*/ \
return(false); \
} \
\
glProgramUniform##func(program,location,1,value); \
return(true); \
}
HGL_GLSL_SetUniformPointer(1fv,float);
HGL_GLSL_SetUniformPointer(2fv,float);
HGL_GLSL_SetUniformPointer(3fv,float);
HGL_GLSL_SetUniformPointer(4fv,float);
HGL_GLSL_SetUniformPointer(1iv,int);
HGL_GLSL_SetUniformPointer(2iv,int);
HGL_GLSL_SetUniformPointer(3iv,int);
HGL_GLSL_SetUniformPointer(4iv,int);
HGL_GLSL_SetUniformPointer(1uiv,unsigned int);
HGL_GLSL_SetUniformPointer(2uiv,unsigned int);
HGL_GLSL_SetUniformPointer(3uiv,unsigned int);
HGL_GLSL_SetUniformPointer(4uiv,unsigned int);
#undef HGL_GLSL_SetUniformPointer
#define HGL_GLSL_SetUniformMatrixPointer(func) bool Shader::SetUniformMatrix##func(int location,const float *mat) \
{ \
if(!program) \
{ \
/*LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",program=0"); */ \
return(false); \
} \
\
if(location<0) \
{ \
/*LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",location="+UTF8String(location)); */ \
return(false); \
} \
\
if(!mat) \
{ \
/*LOG_ERROR(u8"Shader::SetUniformMatrix" #func ",mat=nullptr"); */ \
return(false); \
} \
\
glProgramUniformMatrix##func(program,location,1,GL_FALSE,mat); \
return(true); \
}
HGL_GLSL_SetUniformMatrixPointer(2fv);
HGL_GLSL_SetUniformMatrixPointer(3fv);
HGL_GLSL_SetUniformMatrixPointer(4fv);
HGL_GLSL_SetUniformMatrixPointer(2x3fv);
HGL_GLSL_SetUniformMatrixPointer(3x2fv);
HGL_GLSL_SetUniformMatrixPointer(2x4fv);
HGL_GLSL_SetUniformMatrixPointer(4x2fv);
HGL_GLSL_SetUniformMatrixPointer(3x4fv);
HGL_GLSL_SetUniformMatrixPointer(4x3fv);
#undef HGL_GLSL_SetUniformMatrixPointer
// int Shader::_GetUniformBlockIndex(const char *uniform_block_name)
// {
// if(!program)
// {
// // LOG_ERROR(u8"Shader::_GetUniformBlockIndex("+UTF8String(uniform_block_name)+") program=0");
// return(-1);
// }
//
// const int index=glGetUniformBlockIndex(program,uniform_block_name);
//
// if(index<0)
// {
// // LOG_ERROR(u8"Shader::_GetUniformBlockIndex("+UTF8String(uniform_block_name)+") block_index error");
// return(-1);
// }
//
// return index;
// }
//
// int Shader::_GetShaderStorageIndex(const char *ssbo_name)
// {
// if(!program)
// {
// // LOG_ERROR(u8"Shader::_GetShaderStorageIndex("+UTF8String(ssbo_name)+") program=0");
// return(-1);
// }
//
// const int index=glGetProgramResourceIndex(program,GL_SHADER_STORAGE_BLOCK,ssbo_name);
//
// if(index<0)
// {
// // LOG_ERROR(u8"Shader::_GetShaderStorageIndex("+UTF8String(ssbo_name)+") block_index error");
// return(-1);
// }
//
// return index;
// }
}//namespace hgl