diff options
author | chai <chaifix@163.com> | 2018-11-18 23:31:17 +0800 |
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committer | chai <chaifix@163.com> | 2018-11-18 23:31:17 +0800 |
commit | f0f340dec7821cee103ab9267ef941a917ef4dc4 (patch) | |
tree | 2f77f6ce6bdc9f63f002c13d4c261e1d6a9c1729 /src/libjin/graphics/shaders/je_shader.cpp | |
parent | fc7b4579e49aaeecc81919e247e03f68bd5abfd4 (diff) |
*目录改为小写
Diffstat (limited to 'src/libjin/graphics/shaders/je_shader.cpp')
-rw-r--r-- | src/libjin/graphics/shaders/je_shader.cpp | 281 |
1 files changed, 281 insertions, 0 deletions
diff --git a/src/libjin/graphics/shaders/je_shader.cpp b/src/libjin/graphics/shaders/je_shader.cpp new file mode 100644 index 0000000..c1abbf0 --- /dev/null +++ b/src/libjin/graphics/shaders/je_shader.cpp @@ -0,0 +1,281 @@ +#include "../../core/je_configuration.h" +#if defined(jin_graphics) && (jin_graphics & jin_graphics_shader) + +#include <iostream> + +#include "../../filesystem/je_buffer.h" +#include "../../utils/je_macros.h" + +#include "je_jsl_compiler.h" +#include "je_shader.h" + +using namespace std; +using namespace JinEngine::Filesystem; + +namespace JinEngine +{ + namespace Graphics + { + namespace Shaders + { + + // + // default_texture + // base_shader + // SHADER_FORMAT_SIZE + // formatShader + // +#include "built-in/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(); + // delete shader program + glDeleteShader(mPID); + } + + bool Shader::compile(const string& program) + { + string vertex_shader, fragment_shader; + // Compile JSL shader source into GLSL shader source. + JSLCompiler* compiler = JSLCompiler::get(); + if (!compiler->compile(program, &vertex_shader, &fragment_shader)) + { + return false; + } +#define glsl(SHADER_MODE, SHADER, SRC) \ +do{ \ +const GLchar* src = SRC.c_str(); \ +glShaderSource(SHADER, 1, &src, NULL); \ +glCompileShader(SHADER); \ +GLint success; \ +glGetShaderiv(SHADER, GL_COMPILE_STATUS, &success); \ +if (success == GL_FALSE) \ + return false; \ +}while(0) + // Compile vertex shader. + GLuint vid = glCreateShader(GL_VERTEX_SHADER); + glsl(GL_VERTEX_SHADER, vid, vertex_shader); + // Compile fragment shader. + GLuint fid = glCreateShader(GL_FRAGMENT_SHADER); + glsl(GL_FRAGMENT_SHADER, fid, fragment_shader); +#undef glsl + // Create OpenGL shader program. + mPID = glCreateProgram(); + glAttachShader(mPID, vid); + glAttachShader(mPID, fid); + glLinkProgram(mPID); + GLint success; + glGetProgramiv(mPID, GL_LINK_STATUS, &success); + if (success == GL_FALSE) + return 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->getGLTexture()); + 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->getGLTexture()); + + 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::setVertexPointer(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::setUVPointer(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 Shaders + } // namespace Graphics +} // namespace JinEngine + +#endif // (jin_graphics) && (jin_graphics & jin_graphics_shader)
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