mkxp/src/shader.cpp
Jonas Kulla 541e24f678 Bitmap: Use more accurate HSV-based hue shift algorithm
The previously YIQ-based algorithm turned out to be both slow,
and horribly inaccurate.

Another algorithm based on rotating the color value in the
RGB cube along the diagonal axis was also considered, which was
acceptable in terms of accuracy, and very fast.

In the end, I decided on a HSV-based one, because it is by far
the most accurate one, while still being a tad faster than the
YIQ solution.
Algorithm source: gamedev.stackexchange.com/a/59808/24839

A very simple GPU time benchmark when shifting a 2048^2 bitmap:

         YIQ rot   RGB rot   HSV shift
radeon   13.4 ms   2.8 ms    11.4 ms
intel    13.0 ms   6.0 ms    10.5 ms

radeon: HD 3650 mobility
intel:  N3540 integrated (Baytrail)

However hue shifting has never shown up as a bottleneck before,
so these are more academic.
2016-10-30 08:50:45 +01:00

637 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(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 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*) shader_common_h;
shaderSrcSize[i] = 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);
}
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);
}
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);
}