/* ** shader.cpp ** ** This file is part of mkxp. ** ** Copyright (C) 2013 Jonas Kulla ** ** mkxp 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. ** ** mkxp 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 mkxp. If not, see . */ #include "shader.h" #include "sharedstate.h" #include "glstate.h" #include "exception.h" #include #include #include #include "../sprite.frag.xxd" #include "../hue.frag.xxd" #include "../trans.frag.xxd" #include "../transSimple.frag.xxd" #include "../bitmapBlit.frag.xxd" #include "../plane.frag.xxd" #include "../simple.frag.xxd" #include "../simpleColor.frag.xxd" #include "../simpleAlpha.frag.xxd" #include "../flashMap.frag.xxd" #include "../simple.vert.xxd" #include "../simpleColor.vert.xxd" #include "../sprite.vert.xxd" #include "../tilemap.vert.xxd" #ifdef RGSS2 #include "../blur.frag.xxd" #include "../simpleMatrix.vert.xxd" #include "../blurH.vert.xxd" #include "../blurV.vert.xxd" #endif #define INIT_SHADER(vert, frag, name) \ { \ Shader::init(shader_##vert##_vert, shader_##vert##_vert_len, shader_##frag##_frag, shader_##frag##_frag_len, \ #vert, #frag, #name); \ } #define GET_U(name) u_##name = gl.GetUniformLocation(program, #name) static void printShaderLog(GLuint shader) { GLint logLength; gl.GetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength); std::string log(logLength, '\0'); gl.GetShaderInfoLog(shader, log.size(), 0, &log[0]); std::clog << "Shader log:\n" << log; } static void printProgramLog(GLuint program) { GLint logLength; gl.GetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength); std::string log(logLength, '\0'); gl.GetProgramInfoLog(program, log.size(), 0, &log[0]); std::clog << "Program log:\n" << log; } Shader::Shader() { vertShader = gl.CreateShader(GL_VERTEX_SHADER); fragShader = gl.CreateShader(GL_FRAGMENT_SHADER); program = gl.CreateProgram(); } Shader::~Shader() { gl.UseProgram(0); gl.DeleteProgram(program); gl.DeleteShader(vertShader); gl.DeleteShader(fragShader); } void Shader::bind() { glState.program.set(program); } void Shader::unbind() { gl.ActiveTexture(GL_TEXTURE0); glState.program.set(0); } static const char *glesHeader = "precision mediump float;\n"; static const size_t glesHeaderSize = strlen(glesHeader); static void setupShaderSource(GLuint shader, const unsigned char *src, int srcSize) { GLuint shaderSrcN; const GLchar *shaderSrc[2]; GLint shaderSrcSize[2]; if (gl.glsles) { shaderSrcN = 2; shaderSrc[0] = glesHeader; shaderSrc[1] = (const GLchar*) src; shaderSrcSize[0] = glesHeaderSize; shaderSrcSize[1] = srcSize; } else { shaderSrcN = 1; shaderSrc[0] = (const GLchar*) src; shaderSrcSize[0] = srcSize; } gl.ShaderSource(shader, shaderSrcN, shaderSrc, shaderSrcSize); } void Shader::init(const unsigned char *vert, int vertSize, const unsigned char *frag, int fragSize, const char *vertName, const char *fragName, const char *programName) { GLint success; /* Compile vertex shader */ setupShaderSource(vertShader, vert, vertSize); gl.CompileShader(vertShader); gl.GetShaderiv(vertShader, GL_COMPILE_STATUS, &success); if (!success) { printShaderLog(vertShader); throw Exception(Exception::MKXPError, "GLSL: An error occured while compiling vertex shader '%s' in program '%s'", vertName, programName); } /* Compile fragment shader */ setupShaderSource(fragShader, frag, fragSize); gl.CompileShader(fragShader); gl.GetShaderiv(fragShader, GL_COMPILE_STATUS, &success); if (!success) { printShaderLog(fragShader); throw Exception(Exception::MKXPError, "GLSL: An error occured while compiling fragment shader '%s' in program '%s'", fragName, programName); } /* Link shader program */ gl.AttachShader(program, vertShader); gl.AttachShader(program, fragShader); gl.BindAttribLocation(program, Position, "position"); gl.BindAttribLocation(program, TexCoord, "texCoord"); gl.BindAttribLocation(program, Color, "color"); gl.LinkProgram(program); gl.GetProgramiv(program, GL_LINK_STATUS, &success); if (!success) { printProgramLog(program); throw Exception(Exception::MKXPError, "GLSL: An error occured while linking program '%s' (vertex '%s', fragment '%s')", programName, vertName, fragName); } } void Shader::initFromFile(const char *_vertFile, const char *_fragFile, const char *programName) { std::string vertContents, fragContents; readFile(_vertFile, vertContents); readFile(_fragFile, fragContents); init((const unsigned char*) vertContents.c_str(), vertContents.size(), (const unsigned char*) fragContents.c_str(), fragContents.size(), _vertFile, _fragFile, programName); } void Shader::setVec4Uniform(GLint location, const Vec4 &vec) { gl.Uniform4f(location, vec.x, vec.y, vec.z, vec.w); } void Shader::setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture) { GLenum texUnit = GL_TEXTURE0 + unitIndex; gl.ActiveTexture(texUnit); gl.BindTexture(GL_TEXTURE_2D, texture.gl); gl.Uniform1i(location, unitIndex); gl.ActiveTexture(GL_TEXTURE0); } void ShaderBase::GLProjMat::apply(const Vec2i &value) { /* glOrtho replacement */ const float a = 2.f / value.x; const float b = 2.f / value.y; const float c = -2.f; GLfloat mat[16] = { a, 0, 0, 0, 0, b, 0, 0, 0, 0, c, 0, -1, -1, -1, 1 }; gl.UniformMatrix4fv(u_mat, 1, GL_FALSE, mat); } void ShaderBase::init() { GET_U(texSizeInv); GET_U(translation); projMat.u_mat = gl.GetUniformLocation(program, "projMat"); } void ShaderBase::applyViewportProj() { const IntRect &vp = glState.viewport.get(); projMat.set(Vec2i(vp.w, vp.h)); } void ShaderBase::setTexSize(const Vec2i &value) { gl.Uniform2f(u_texSizeInv, 1.f / value.x, 1.f / value.y); } void ShaderBase::setTranslation(const Vec2i &value) { gl.Uniform2f(u_translation, value.x, value.y); } SimpleShader::SimpleShader() { INIT_SHADER(simple, simple, SimpleShader); ShaderBase::init(); GET_U(texOffsetX); } void SimpleShader::setTexOffsetX(int value) { gl.Uniform1f(u_texOffsetX, value); } SimpleColorShader::SimpleColorShader() { INIT_SHADER(simpleColor, simpleColor, SimpleColorShader); ShaderBase::init(); } SimpleAlphaShader::SimpleAlphaShader() { INIT_SHADER(simpleColor, simpleAlpha, SimpleAlphaShader); ShaderBase::init(); } SimpleSpriteShader::SimpleSpriteShader() { INIT_SHADER(sprite, simple, SimpleSpriteShader); ShaderBase::init(); GET_U(spriteMat); } void SimpleSpriteShader::setSpriteMat(const float value[16]) { gl.UniformMatrix4fv(u_spriteMat, 1, GL_FALSE, value); } TransShader::TransShader() { INIT_SHADER(simple, trans, TransShader); ShaderBase::init(); GET_U(currentScene); GET_U(frozenScene); GET_U(transMap); GET_U(prog); GET_U(vague); } void TransShader::setCurrentScene(TEX::ID tex) { setTexUniform(u_currentScene, 1, tex); } void TransShader::setFrozenScene(TEX::ID tex) { setTexUniform(u_frozenScene, 2, tex); } void TransShader::setTransMap(TEX::ID tex) { setTexUniform(u_transMap, 3, tex); } void TransShader::setProg(float value) { gl.Uniform1f(u_prog, value); } void TransShader::setVague(float value) { gl.Uniform1f(u_vague, value); } SimpleTransShader::SimpleTransShader() { INIT_SHADER(simple, transSimple, SimpleTransShader); ShaderBase::init(); GET_U(currentScene); GET_U(frozenScene); GET_U(prog); } void SimpleTransShader::setCurrentScene(TEX::ID tex) { setTexUniform(u_currentScene, 1, tex); } void SimpleTransShader::setFrozenScene(TEX::ID tex) { setTexUniform(u_frozenScene, 2, tex); } void SimpleTransShader::setProg(float value) { gl.Uniform1f(u_prog, value); } SpriteShader::SpriteShader() { INIT_SHADER(sprite, sprite, SpriteShader); ShaderBase::init(); GET_U(spriteMat); GET_U(tone); GET_U(color); GET_U(opacity); GET_U(bushDepth); GET_U(bushOpacity); } void SpriteShader::setSpriteMat(const float value[16]) { gl.UniformMatrix4fv(u_spriteMat, 1, GL_FALSE, value); } void SpriteShader::setTone(const Vec4 &tone) { setVec4Uniform(u_tone, tone); } void SpriteShader::setColor(const Vec4 &color) { setVec4Uniform(u_color, color); } void SpriteShader::setOpacity(float value) { gl.Uniform1f(u_opacity, value); } void SpriteShader::setBushDepth(float value) { gl.Uniform1f(u_bushDepth, value); } void SpriteShader::setBushOpacity(float value) { gl.Uniform1f(u_bushOpacity, value); } PlaneShader::PlaneShader() { INIT_SHADER(simple, plane, PlaneShader); ShaderBase::init(); GET_U(tone); GET_U(color); GET_U(flash); GET_U(opacity); } void PlaneShader::setTone(const Vec4 &tone) { setVec4Uniform(u_tone, tone); } void PlaneShader::setColor(const Vec4 &color) { setVec4Uniform(u_color, color); } void PlaneShader::setFlash(const Vec4 &flash) { setVec4Uniform(u_flash, flash); } void PlaneShader::setOpacity(float value) { gl.Uniform1f(u_opacity, value); } TilemapShader::TilemapShader() { INIT_SHADER(tilemap, simple, TilemapShader); ShaderBase::init(); GET_U(aniIndex); } void TilemapShader::setAniIndex(int value) { gl.Uniform1f(u_aniIndex, value); } FlashMapShader::FlashMapShader() { INIT_SHADER(simpleColor, flashMap, FlashMapShader); ShaderBase::init(); GET_U(alpha); } void FlashMapShader::setAlpha(float value) { gl.Uniform1f(u_alpha, value); } HueShader::HueShader() { INIT_SHADER(simple, hue, HueShader); ShaderBase::init(); GET_U(hueAdjust); GET_U(inputTexture); } void HueShader::setHueAdjust(float value) { gl.Uniform1f(u_hueAdjust, value); } void HueShader::setInputTexture(TEX::ID tex) { setTexUniform(u_inputTexture, 0, tex); } #ifdef RGSS2 SimpleMatrixShader::SimpleMatrixShader() { INIT_SHADER(simpleMatrix, simpleAlpha, SimpleMatrixShader); ShaderBase::init(); GET_U(matrix); } void SimpleMatrixShader::setMatrix(const float value[16]) { gl.UniformMatrix4fv(u_matrix, 1, GL_FALSE, value); } BlurShader::HPass::HPass() { INIT_SHADER(blurH, blur, BlurShader::HPass); ShaderBase::init(); } BlurShader::VPass::VPass() { INIT_SHADER(blurV, blur, BlurShader::VPass); ShaderBase::init(); } #endif BltShader::BltShader() { INIT_SHADER(simple, bitmapBlit, BltShader); ShaderBase::init(); GET_U(source); GET_U(destination); GET_U(subRect); GET_U(opacity); } void BltShader::setSource() { gl.Uniform1i(u_source, 0); } void BltShader::setDestination(const TEX::ID value) { setTexUniform(u_destination, 1, value); } void BltShader::setSubRect(const FloatRect &value) { gl.Uniform4f(u_subRect, value.x, value.y, value.w, value.h); } void BltShader::setOpacity(float value) { gl.Uniform1f(u_opacity, value); }