mkxp/src/shader.cpp

655 lines
12 KiB
C++

/*
** shader.cpp
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** 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 <http://www.gnu.org/licenses/>.
*/
#include "shader.h"
#include "sharedstate.h"
#include "glstate.h"
#include "exception.h"
#include <assert.h>
#include <string.h>
#include <iostream>
#include "common.h.xxd"
#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 "gray.frag.xxd"
#include "flatColor.frag.xxd"
#include "simple.frag.xxd"
#include "simpleColor.frag.xxd"
#include "simpleAlpha.frag.xxd"
#include "simpleAlphaUni.frag.xxd"
#include "flashMap.frag.xxd"
#include "minimal.vert.xxd"
#include "simple.vert.xxd"
#include "simpleColor.vert.xxd"
#include "sprite.vert.xxd"
#include "tilemap.vert.xxd"
#include "blur.frag.xxd"
#include "simpleMatrix.vert.xxd"
#include "blurH.vert.xxd"
#include "blurV.vert.xxd"
#include "tilemapvx.vert.xxd"
#define INIT_SHADER(vert, frag, name) \
{ \
Shader::init(mkxp_shader_##vert##_vert, mkxp_shader_##vert##_vert_len, mkxp_shader_##frag##_frag, mkxp_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 void setupShaderSource(GLuint shader, GLenum type,
const unsigned char *body, int bodySize)
{
static const char glesDefine[] = "#define GLSLES\n";
static const char fragDefine[] = "#define FRAGMENT_SHADER\n";
const GLchar *shaderSrc[4];
GLint shaderSrcSize[4];
size_t i = 0;
if (gl.glsles)
{
shaderSrc[i] = glesDefine;
shaderSrcSize[i] = sizeof(glesDefine)-1;
++i;
}
if (type == GL_FRAGMENT_SHADER)
{
shaderSrc[i] = fragDefine;
shaderSrcSize[i] = sizeof(fragDefine)-1;
++i;
}
shaderSrc[i] = (const GLchar*) mkxp_shader_common_h;
shaderSrcSize[i] = mkxp_shader_common_h_len;
++i;
shaderSrc[i] = (const GLchar*) body;
shaderSrcSize[i] = bodySize;
++i;
gl.ShaderSource(shader, i, 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, GL_VERTEX_SHADER, 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, GL_FRAGMENT_SHADER, 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);
}
FlatColorShader::FlatColorShader()
{
INIT_SHADER(minimal, flatColor, FlatColorShader);
ShaderBase::init();
GET_U(color);
}
void FlatColorShader::setColor(const Vec4 &value)
{
setVec4Uniform(u_color, value);
}
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);
}
AlphaSpriteShader::AlphaSpriteShader()
{
INIT_SHADER(sprite, simpleAlphaUni, AlphaSpriteShader);
ShaderBase::init();
GET_U(spriteMat);
GET_U(alpha);
}
void AlphaSpriteShader::setSpriteMat(const float value[16])
{
gl.UniformMatrix4fv(u_spriteMat, 1, GL_FALSE, value);
}
void AlphaSpriteShader::setAlpha(float value)
{
gl.Uniform1f(u_alpha, 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);
}
GrayShader::GrayShader()
{
INIT_SHADER(simple, gray, GrayShader);
ShaderBase::init();
GET_U(gray);
}
void GrayShader::setGray(float value)
{
gl.Uniform1f(u_gray, value);
}
TilemapShader::TilemapShader()
{
INIT_SHADER(tilemap, simple, TilemapShader);
ShaderBase::init();
GET_U(aniIndex);
GET_U(t1Ani);
GET_U(t2Ani);
GET_U(t3Ani);
GET_U(t4Ani);
GET_U(t5Ani);
GET_U(t6Ani);
GET_U(t7Ani);
}
void TilemapShader::setAniIndex(int value)
{
gl.Uniform1f(u_aniIndex, value);
}
void TilemapShader::setAniIndices(int value[])
{
gl.Uniform1f(u_t1Ani, value[0]);
gl.Uniform1f(u_t2Ani, value[1]);
gl.Uniform1f(u_t3Ani, value[2]);
gl.Uniform1f(u_t4Ani, value[3]);
gl.Uniform1f(u_t5Ani, value[4]);
gl.Uniform1f(u_t6Ani, value[5]);
gl.Uniform1f(u_t7Ani, value[6]);
}
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);
}
void HueShader::setHueAdjust(float value)
{
gl.Uniform1f(u_hueAdjust, value);
}
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();
}
TilemapVXShader::TilemapVXShader()
{
INIT_SHADER(tilemapvx, simple, TilemapVXShader);
ShaderBase::init();
GET_U(aniOffset);
}
void TilemapVXShader::setAniOffset(const Vec2 &value)
{
gl.Uniform2f(u_aniOffset, value.x, value.y);
}
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);
}