Files
panopainter/src/shader.cpp

455 lines
12 KiB
C++

#include "pch.h"
#include "log.h"
#include "shader.h"
#include "asset.h"
std::map<kShader, Shader> ShaderManager::m_shaders;
Shader* ShaderManager::m_current;
bool ShaderManager::ext_framebuffer_fetch = false;
std::string Shader::read(const std::string& path)
{
Asset a;
std::string ret;
if (a.open(path.c_str()))
{
struct stat tmp_info;
if (stat(path.c_str(), &tmp_info) == 0)
m_deps[path] = tmp_info;
std::regex reg_include(R"!(#include "([^"]+)")!");
std::string data((char*)a.read_all(), a.m_len);
// split path
std::string name, base, ext;
std::regex reg_path(R"((.*)[\\/]([^\\/]+)\.(\w+)$)");
std::smatch m;
if (std::regex_search(path, m, reg_path))
{
base = m[1].str();
name = m[2].str();
ext = m[3].str();
}
for (const auto& l : split(data, '\n'))
{
std::smatch m;
if (std::regex_search(l, m, reg_include))
{
std::string inc = base + "/" + m[1].str();
if (Asset::exist(inc.c_str()))
{
std::string subdata = read(inc);
ret.append(subdata + "\n");
}
}
else
{
ret.append(l + "\n");
}
}
}
return ret;
}
void Shader::parse_error(const char* msg, const char* code)
{
auto code_lines = split(code, '\n');
auto error_lines = split(msg, '\n');
std::smatch m;
std::regex r(R"(\((\d+)\))");
for (const auto& line : error_lines)
{
LOG("%s", line.c_str());
if (std::regex_search(line, m, r))
{
int ln = std::stoi(m[1].str());
if (ln < code_lines.size())
{
int n = 2;
int s = std::max(ln - n, 1);
int e = std::min((int)code_lines.size() - 1, ln + n);
for (int i = s; i < e; i++)
{
LOG("- line %02d: %s", i, code_lines[i - 1].c_str());
}
}
}
}
}
bool Shader::load(const std::string& path)
{
std::string data = read(path);
if (data.empty()) return false;
std::map<std::string, std::shared_ptr<std::string>> sections;
std::shared_ptr<std::string> current_section = nullptr;
std::regex reg_section(R"!(\[\[(.*)\]\])!");
for (const auto& l : split(data, '\n'))
{
std::smatch m;
if (std::regex_search(l, m, reg_section))
{
std::string section_name = m[1].str();
if (!sections[section_name])
sections[section_name] = std::make_shared<std::string>();
current_section = sections[section_name];
}
else
{
// create an un-named section
if (!current_section)
current_section = sections[""] = std::make_shared<std::string>();
current_section->append(l + "\n");
}
}
if (sections.find("vertex") != sections.end() && sections.find("fragment") != sections.end())
{
*sections["vertex"] = SHADER_VERSION + *sections["vertex"];
*sections["fragment"] = SHADER_VERSION + *sections["fragment"];
if (create(sections["vertex"]->c_str(), sections["fragment"]->c_str()))
{
m_path = path;
return true;
}
}
else
{
LOG("could not find [[vertex]] and [[fragment]] sections on %s", path.c_str());
}
return false;
}
bool Shader::reload()
{
if (m_path.empty())
return false;
bool dirty = false;
struct stat tmp_info;
for (auto& d : m_deps)
{
if (stat(d.first.c_str(), &tmp_info) != 0)
continue;
if (tmp_info.st_mtime > d.second.st_mtime)
{
d.second = tmp_info;
dirty = true;
}
}
if (dirty)
{
LOG("reload shader %s", m_path.c_str());
destroy();
return load(m_path);
}
return false;
}
bool Shader::create(const char* vertex, const char* fragment)
{
GLint status;
static char infolog[4096];
int infolen;
const GLchar* source;
auto vs = glCreateShader(GL_VERTEX_SHADER);
if (!vs)
{
return false;
}
source = vertex;
glShaderSource(vs, 1, &source, nullptr);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(vs, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
{
LOG("\nVERTEX SHADER: %s", m_path.c_str());
parse_error(infolog, vertex);
}
if (status == 0)
{
glDeleteShader(vs);
return false;
}
auto fs = glCreateShader(GL_FRAGMENT_SHADER);
if (!fs)
{
glDeleteShader(vs);
return false;
}
source = fragment;
glShaderSource(fs, 1, &source, nullptr);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
glGetShaderInfoLog(fs, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
{
LOG("\nFRAGMENT SHADER: %s", m_path.c_str());
parse_error(infolog, fragment);
}
if (status == 0)
{
glDeleteShader(vs);
glDeleteShader(fs);
return false;
}
auto ps = glCreateProgram();
if (!ps)
{
glDeleteShader(vs);
glDeleteShader(fs);
return false;
}
glAttachShader(ps, vs);
glAttachShader(ps, fs);
glDeleteShader(vs);
glDeleteShader(fs);
glLinkProgram(ps);
if (glGetAttribLocation(ps, "pos") != -1)
glBindAttribLocation(ps, 0, "pos");
if (glGetAttribLocation(ps, "uvs") != -1)
glBindAttribLocation(ps, 1, "uvs");
if (glGetAttribLocation(ps, "uvs2") != -1)
glBindAttribLocation(ps, 2, "uvs2");
if (glGetAttribLocation(ps, "col") != -1)
glBindAttribLocation(ps, 3, "col");
if (glGetAttribLocation(ps, "nor") != -1)
glBindAttribLocation(ps, 3, "nor");
glLinkProgram(ps);
glGetProgramiv(ps, GL_LINK_STATUS, &status);
glGetProgramInfoLog(ps, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
LOG("LINK SHADER: %s\n%s", m_path.c_str(), infolog);
if (status == 0)
{
glDeleteProgram(ps);
return false;
}
// Parse shader uniforms
{
GLint count;
GLint size; // size of the variable
GLenum type; // type of the variable (float, vec3 or mat4, etc)
const GLsizei bufSize = 16; // maximum name length
GLchar name[bufSize]; // variable name in GLSL
GLsizei length; // name length
glGetProgramiv(ps, GL_ACTIVE_UNIFORMS, &count);
for (int i = 0; i < count; i++)
{
glGetActiveUniform(ps, (GLuint)i, bufSize, &length, &size, &type, name);
m_umap[(kShaderUniform)const_hash(name)] = glGetUniformLocation(ps, name);
//printf("Uniform #%d Type: %u Name: %s Loc: %d\n", i, type, name, glGetUniformLocation(ps, name));
}
}
prog = ps;
return true;
}
void Shader::destroy()
{
if (prog)
{
glUseProgram(0);
glDeleteProgram(prog);
prog = 0;
}
m_umap.clear();
}
void Shader::use()
{
glUseProgram(prog);
}
void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform4fv(m_umap[id], 1, glm::value_ptr(v));
}
void Shader::u_vec3(kShaderUniform id, const glm::vec3& v)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM vec3 %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform3fv(m_umap[id], 1, glm::value_ptr(v));
}
void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM vec2 %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform2fv(m_umap[id], 1, glm::value_ptr(v));
}
void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m));
}
void Shader::u_int(kShaderUniform id, int i)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM int %d NOT FOUND in shader %d", (int)id, (int)name)
else
glUniform1i(m_umap[id], i);
}
void Shader::u_float(kShaderUniform id, float f)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform1f(m_umap[id], f);
}
GLint Shader::GetAttribLocation(const char* name)
{
return glGetAttribLocation(prog, name);
}
bool ShaderManager::load(kShader id, const std::string& path)
{
m_shaders[id].name = id;
return m_shaders[id].load(path);
}
bool ShaderManager::reload()
{
bool success = false;
for (auto& s : m_shaders)
success |= s.second.reload();
return success;
}
bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
{
m_shaders[id].name = id;
return m_shaders[id].create(vertex, fragment);
}
void ShaderManager::use(kShader id)
{
m_current = &m_shaders[id];
m_current->use();
}
void ShaderManager::use(const char* name)
{
m_current = &m_shaders[(kShader)const_hash(name)];
m_current->use();
}
void ShaderManager::u_vec4(kShaderUniform id, const glm::vec4& v)
{
m_current->u_vec4(id, v);
}
void ShaderManager::u_vec3(kShaderUniform id, const glm::vec3& v)
{
m_current->u_vec3(id, v);
}
void ShaderManager::u_vec2(kShaderUniform id, const glm::vec2& v)
{
m_current->u_vec2(id, v);
}
void ShaderManager::u_mat4(kShaderUniform id, const glm::mat4& m)
{
m_current->u_mat4(id, m);
}
void ShaderManager::u_int(kShaderUniform id, int i)
{
m_current->u_int(id, i);
}
Shader* ShaderManager::get(kShader id)
{
auto it = m_shaders.find(id);
return (it == m_shaders.end()) ? nullptr : &it->second;
}
void ShaderManager::u_float(kShaderUniform id, float f)
{
m_current->u_float(id, f);
}
void ShaderManager::invalidate()
{
m_shaders.clear();
}
bool check_uniform_uniqueness()
{
std::vector<uint16_t> v = {
const_hash("mvp"),
const_hash("tex"),
const_hash("tex_alpha"),
const_hash("tex_fg"),
const_hash("tex_bg"),
const_hash("tex_mix"),
const_hash("tex_mix_alpha"),
const_hash("tex_mask"),
const_hash("tex_dual"),
const_hash("tex_stroke"),
const_hash("tex_pattern"),
const_hash("pattern_offset"),
const_hash("pattern_alpha"),
const_hash("mix_alpha"),
const_hash("opacity"),
const_hash("wet"),
const_hash("lock"),
const_hash("col"),
const_hash("tof"),
const_hash("tsz"),
const_hash("alpha"),
const_hash("mask"),
const_hash("resolution"),
const_hash("highlight"),
const_hash("blend_mode"),
const_hash("dual_blend_mode"),
const_hash("noise"),
const_hash("dir"),
const_hash("use_dual"),
const_hash("use_pattern"),
const_hash("light_dir"),
const_hash("mode"),
const_hash("ambient"),
const_hash("pattern_invert"),
const_hash("pattern_scale"),
const_hash("pattern_bright"),
const_hash("pattern_contr"),
const_hash("pattern_depth"),
const_hash("patt_blend_mode"),
const_hash("colorize"),
const_hash("dual_alpha"),
const_hash("use_fragcoord"),
const_hash("draw_outline"),
};
std::sort(v.begin(), v.end());
int last = 0;
for (auto o : v)
{
if (o == last)
return false;
last = o;
}
return true;
}