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authorchai <chaifix@163.com>2018-10-19 08:36:44 +0800
committerchai <chaifix@163.com>2018-10-19 08:36:44 +0800
commit7d5f055547e70fa93ee9ac944e62f8d657b9dc55 (patch)
tree081782a1541854db4b8eb69c4b43081f52711286 /src/libjin/Graphics/Shader/je_shader.cpp
parent02dd1f38008594048f0e28bad01e7c6d18844198 (diff)
*修改文件名
Diffstat (limited to 'src/libjin/Graphics/Shader/je_shader.cpp')
-rw-r--r--src/libjin/Graphics/Shader/je_shader.cpp284
1 files changed, 284 insertions, 0 deletions
diff --git a/src/libjin/Graphics/Shader/je_shader.cpp b/src/libjin/Graphics/Shader/je_shader.cpp
new file mode 100644
index 0000000..686f2b9
--- /dev/null
+++ b/src/libjin/Graphics/Shader/je_shader.cpp
@@ -0,0 +1,284 @@
+#include <regex>
+#include "../../core/je_configuration.h"
+#if defined(jin_graphics_shader)
+
+#include <iostream>
+
+#include "../../filesystem/je_buffer.h"
+#include "../../utils/je_macros.h"
+
+#include "je_shader.h"
+
+namespace jin
+{
+ namespace graphics
+ {
+
+ using namespace jin::filesystem;
+ using namespace std;
+
+ //
+ // default_texture
+ // base_shader
+ // SHADER_FORMAT_SIZE
+ // formatShader
+ //
+ #include "je_default.shader.h"
+
+ //
+ // https://stackoverflow.com/questions/27941496/use-sampler-without-passing-through-value
+ // The default value of a sampler variable is 0. From the GLSL 3.30 spec,
+ // section "4.3.5 Uniforms":
+ //
+ // The link time initial value is either the value of the variable's
+ // initializer, if present, or 0 if no initializer is present.Sampler
+ // types cannot have initializers.
+ //
+ // Since a value of 0 means that it's sampling from texture unit 0, it will
+ // work without ever setting the value as long as you bind your textures to
+ // unit 0. This is well defined behavior.
+ //
+ // Since texture unit 0 is also the default until you call glActiveTexture()
+ // with a value other than GL_TEXTURE0, it's very common to always use unit
+ // 0 as long as shaders do not need more than one texture.Which means that
+ // often times, setting the sampler uniforms is redundant for simple
+ // applications.
+ //
+ // I would still prefer to always set the values.If nothing else, it makes
+ // it clear to anybody reading your code that you really mean to sample from
+ // texture unit 0, and did not just forget to set the value.
+ //
+ const int DEFAULT_TEXTURE_UNIT = 0;
+
+ /*static*/ Shader* Shader::CurrentShader = nullptr;
+
+ Shader* Shader::createShader(const string& program)
+ {
+ Shader* shader = nullptr;
+ try
+ {
+ shader = new Shader(program);
+ }
+ catch(...)
+ {
+ return nullptr;
+ }
+ return shader;
+ }
+
+ Shader::Shader(const string& program)
+ : mCurrentTextureUnit(DEFAULT_TEXTURE_UNIT)
+ {
+ if (!compile(program))
+ throw 0;
+ }
+
+ Shader::~Shader()
+ {
+ if (CurrentShader == this)
+ unuse();
+ }
+
+ bool Shader::compile(const string& program)
+ {
+ // parse shader source, need some optimizations
+ int loc_VERTEX_SHADER = program.find("#VERTEX_SHADER");
+ int loc_END_VERTEX_SHADER = program.find("#END_VERTEX_SHADER");
+ int loc_FRAGMENT_SHADER = program.find("#FRAGMENT_SHADER");
+ int loc_END_FRAGMENT_SHADER = program.find("#END_FRAGMENT_SHADER");
+ if (loc_VERTEX_SHADER == string::npos
+ || loc_END_VERTEX_SHADER == string::npos
+ || loc_FRAGMENT_SHADER == string::npos
+ || loc_END_FRAGMENT_SHADER == string::npos
+ )
+ return false;
+ // load vertex and fragment shader source into buffers
+ int start = loc_VERTEX_SHADER + strlen("#VERTEX_SHADER");
+ string vertex_shader = program.substr(start, loc_END_VERTEX_SHADER - start);
+ Buffer vbuffer = Buffer(vertex_shader.length() + BASE_VERTEX_SHADER_SIZE);
+ formatVertexShader((char*)vbuffer.data, vertex_shader.c_str());
+ start = loc_FRAGMENT_SHADER + strlen("#FRAGMENT_SHADER");
+ string fragment_shader = program.substr(start, loc_END_FRAGMENT_SHADER - start);
+ Buffer fbuffer = Buffer(fragment_shader.length() + BASE_FRAGMENT_SHADER_SIZE);
+ formatFragmentShader((char*)fbuffer.data, fragment_shader.c_str());
+ // compile
+ GLint success;
+ GLuint vshader = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vshader, 1, (const GLchar**)&vbuffer.data, NULL);
+ glCompileShader(vshader);
+ glGetShaderiv(vshader, GL_COMPILE_STATUS, &success);
+ if (success == GL_FALSE)
+ return false;
+ GLuint fshader = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fshader, 1, (const GLchar**)&fbuffer.data, NULL);
+ glCompileShader(fshader);
+ glGetShaderiv(fshader, GL_COMPILE_STATUS, &success);
+ if (success == GL_FALSE)
+ return false;
+ mPID = glCreateProgram();
+ glAttachShader(mPID, vshader);
+ glAttachShader(mPID, fshader);
+ glLinkProgram(mPID);
+ glGetProgramiv(mPID, GL_LINK_STATUS, &success);
+ if (success == GL_FALSE)
+ throw false;
+ }
+
+ static inline GLint getMaxTextureUnits()
+ {
+ GLint maxTextureUnits = 0;
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
+ return maxTextureUnits;
+ }
+
+ void Shader::use()
+ {
+ glUseProgram(mPID);
+ CurrentShader = this;
+ sendInt(SHADER_MAIN_TEXTURE, DEFAULT_TEXTURE_UNIT);
+ }
+
+ /*static*/ void Shader::unuse()
+ {
+ glUseProgram(0);
+ CurrentShader = nullptr;
+ }
+
+ GLint Shader::claimTextureUnit(const std::string& name)
+ {
+ std::map<std::string, GLint>::iterator unit = mTextureUnits.find(name);
+ if (unit != mTextureUnits.end())
+ return unit->second;
+ static GLint MAX_TEXTURE_UNITS = getMaxTextureUnits();
+ if (++mCurrentTextureUnit >= MAX_TEXTURE_UNITS)
+ return 0;
+ mTextureUnits[name] = mCurrentTextureUnit;
+ return mCurrentTextureUnit;
+ }
+
+ #define checkJSL() \
+ if (CurrentShader != this) \
+ return
+
+ void Shader::sendInt(const char* name, int value)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform1i(loc, value);
+ }
+
+ void Shader::sendFloat(const char* variable, float number)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, variable);
+ glUniform1f(loc, number);
+ }
+
+ //
+ // https://www.douban.com/note/627332677/
+ // struct TextureUnit
+ // {
+ // GLuint targetTexture1D;
+ // GLuint targetTexture2D;
+ // GLuint targetTexture3D;
+ // GLuint targetTextureCube;
+ // ...
+ // };
+ //
+ // TextureUnit mTextureUnits[GL_MAX_TEXTURE_IMAGE_UNITS]
+ // GLuint mCurrentTextureUnit = 0;
+ //
+ void Shader::sendTexture(const char* variable, const Texture* tex)
+ {
+ checkJSL();
+ GLint location = glGetUniformLocation(mPID, variable);
+ if (location == -1)
+ return;
+ GLint unit = claimTextureUnit(variable);
+ if (unit == 0)
+ {
+ // TODO: 쳣󶨵
+ return;
+ }
+ gl.activeTexUnit(unit);
+ glUniform1i(location, unit);
+ gl.bindTexture(tex->getTexture());
+ gl.activeTexUnit(0);
+ }
+
+ void Shader::sendCanvas(const char* variable, const Canvas* canvas)
+ {
+ checkJSL();
+ GLint location = glGetUniformLocation(mPID, variable);
+ if (location == -1)
+ return;
+ GLint unit = claimTextureUnit(variable);
+ if (unit == 0)
+ {
+ // TODO: 쳣󶨵
+ return;
+ }
+ glUniform1i(location, unit);
+ glActiveTexture(GL_TEXTURE0 + unit);
+ gl.bindTexture(canvas->getTexture());
+
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+ void Shader::sendVec2(const char* name, float x, float y)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform2f(loc, x, y);
+ }
+
+ void Shader::sendVec3(const char* name, float x, float y, float z)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform3f(loc, x, y, z);
+ }
+
+ void Shader::sendVec4(const char* name, float x, float y, float z, float w)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform4f(loc, x, y, z, w);
+ }
+
+ void Shader::sendColor(const char* name, const Color* col)
+ {
+ checkJSL();
+ int loc = glGetUniformLocation(mPID, name);
+ glUniform4f(loc,
+ col->r / 255.f,
+ col->g / 255.f,
+ col->b / 255.f,
+ col->a / 255.f
+ );
+ }
+
+ void Shader::sendMatrix4(const char* name, const math::Matrix* mat4)
+ {
+ int loc = glGetUniformLocation(mPID, name);
+ glUniformMatrix4fv(loc, 1, GL_FALSE, mat4->getElements());
+ }
+
+ void Shader::bindVertexPointer(int n, GLenum type, GLsizei stride, const GLvoid * pointers)
+ {
+ GLint loc = glGetAttribLocation(mPID, SHADER_VERTEX_COORDS);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(loc, n, type, GL_FALSE, stride, pointers);
+ }
+
+ void Shader::bindUVPointer(int n, GLenum type, GLsizei stride, const GLvoid * pointers)
+ {
+ GLint loc = glGetAttribLocation(mPID, SHADER_TEXTURE_COORDS);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(loc, n, type, GL_FALSE, stride, pointers);
+ }
+
+ } // namespace graphics
+} // namespace jin
+
+#endif // jin_graphics_shader \ No newline at end of file