Merge pull request #399 from fughilli/master

Backport GLSL shaders to version 1.2 to support older hardware.
This commit is contained in:
Kevin Balke
2020-09-01 21:23:36 -07:00
committed by GitHub
11 changed files with 974 additions and 403 deletions

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@ -53,7 +53,7 @@
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<AdditionalIncludeDirectories>$(MSBuildThisFileDirectory)../src\libprojectM;$(MSBuildThisFileDirectory);$(MSBuildThisFileDirectory)../src\libprojectM\Renderer;$(MSBuildThisFileDirectory)../vendor;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(MSBuildThisFileDirectory)../src\libprojectM;$(MSBuildThisFileDirectory);$(MSBuildThisFileDirectory)../src\libprojectM\Renderer\hlslparser\src;$(MSBuildThisFileDirectory)../src\libprojectM\Renderer;$(MSBuildThisFileDirectory)../vendor;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AssemblerListingLocation>Debug/</AssemblerListingLocation>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<CompileAs>CompileAsCpp</CompileAs>
@ -97,7 +97,7 @@
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<AdditionalIncludeDirectories>$(MSBuildThisFileDirectory)../src\libprojectM;$(MSBuildThisFileDirectory);$(MSBuildThisFileDirectory)../src\libprojectM\Renderer;$(MSBuildThisFileDirectory)../vendor;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(MSBuildThisFileDirectory)../src\libprojectM;$(MSBuildThisFileDirectory);$(MSBuildThisFileDirectory)../src\libprojectM\Renderer\hlslparser\src;$(MSBuildThisFileDirectory)../src\libprojectM\Renderer;$(MSBuildThisFileDirectory)../vendor;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AssemblerListingLocation>Release/</AssemblerListingLocation>
<CompileAs>CompileAsCpp</CompileAs>
<ExceptionHandling>Sync</ExceptionHandling>

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@ -66,6 +66,7 @@
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\libprojectM\Renderer\RenderItemMatcher.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\libprojectM\Renderer\Shader.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\libprojectM\Renderer\ShaderEngine.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\libprojectM\Renderer\StaticGlShaders.cpp" />
<ClCompile Include="$(MSBuildThisFileDirectory)..\..\libprojectM\Renderer\SOIL2\etc1_utils.c">
<CompileAs>CompileAsC</CompileAs>
</ClCompile>

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@ -11,6 +11,7 @@ libRenderer_la_SOURCES = \
Pipeline.cpp \
Renderer.cpp \
ShaderEngine.cpp \
StaticGlShaders.cpp \
Texture.cpp \
Waveform.cpp \
Filters.cpp \
@ -39,6 +40,7 @@ libRenderer_la_SOURCES = \
SOIL2/pvr_helper.h SOIL2/stbi_pkm_c.h\
SOIL2/stb_image.h SOIL2/stbi_pvr.h\
SOIL2/stb_image_write.h SOIL2/stbi_pvr_c.h\
StaticGlShaders.h\
hlslparser/src/CodeWriter.cpp hlslparser/src/Engine.h \
hlslparser/src/HLSLParser.h hlslparser/src/HLSLTree.cpp \
hlslparser/src/CodeWriter.h hlslparser/src/GLSLGenerator.cpp \

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@ -11,398 +11,32 @@
#include "Texture.hpp"
#include "HLSLParser.h"
#include "GLSLGenerator.h"
#include "StaticGlShaders.h"
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
#include <glm/gtc/type_ptr.hpp>
#include <set>
#include <regex>
#ifdef USE_GLES
#define GLSL_VERSION "300 es"
#define SHADER_VERSION M4::GLSLGenerator::Version_300_ES
#else
#define GLSL_VERSION "330"
#define SHADER_VERSION M4::GLSLGenerator::Version_330
#endif
#define FRAND ((rand() % 7381)/7380.0f)
std::string presetWarpVertexShader(
"#version "
GLSL_VERSION
"\n"
"layout(location = 0) in vec2 vertex_position;\n"
"layout(location = 1) in vec4 vertex_color;\n"
"layout(location = 2) in vec2 vertex_texture;\n"
""
"uniform mat4 vertex_transformation;\n"
""
"out vec4 frag_COLOR;\n"
"out vec4 frag_TEXCOORD0;\n"
"out vec2 frag_TEXCOORD1;\n"
""
"void main(){\n"
" vec4 position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);\n"
" gl_Position = position;\n"
" frag_COLOR = vertex_color;\n"
" frag_TEXCOORD0.xy = vertex_texture;\n"
" frag_TEXCOORD0.zw = position.xy;\n"
" frag_TEXCOORD1 = vec2(0.0, 0.0);\n"
"}\n");
std::string presetCompVertexShader(
"#version "
GLSL_VERSION
"\n"
"layout(location = 0) in vec2 vertex_position;\n"
"layout(location = 1) in vec4 vertex_color;\n"
"layout(location = 2) in vec2 vertex_texture;\n"
"layout(location = 3) in vec2 vertex_rad_ang;\n"
""
"out vec4 frag_COLOR;\n"
"out vec2 frag_TEXCOORD0;\n"
"out vec2 frag_TEXCOORD1;\n"
""
"void main(){\n"
" vec4 position = vec4(vertex_position, 0.0, 1.0);\n"
" gl_Position = position;\n"
" frag_COLOR = vertex_color;\n"
" frag_TEXCOORD0 = vertex_texture;\n"
" frag_TEXCOORD1 = vertex_rad_ang;\n"
"}\n");
const std::string ShaderEngine::v2f_c4f_vert(
"#version "
GLSL_VERSION
"\n"
""
"layout(location = 0) in vec2 vertex_position;\n"
"layout(location = 1) in vec4 vertex_color;\n"
""
"uniform mat4 vertex_transformation;\n"
"uniform float vertex_point_size;\n"
""
"out vec4 fragment_color;\n"
""
"void main(){\n"
" gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);\n"
" gl_PointSize = vertex_point_size;\n"
" fragment_color = vertex_color;\n"
"}\n");
const std::string ShaderEngine::v2f_c4f_frag(
"#version "
GLSL_VERSION
"\n"
"precision mediump float;\n"
""
"in vec4 fragment_color;\n"
"out vec4 color;\n"
""
"void main(){\n"
" color = fragment_color;\n"
"}\n");
const std::string ShaderEngine::v2f_c4f_t2f_vert(
"#version "
GLSL_VERSION
"\n"
"layout(location = 0) in vec2 vertex_position;\n"
"layout(location = 1) in vec4 vertex_color;\n"
"layout(location = 2) in vec2 vertex_texture;\n"
""
"uniform mat4 vertex_transformation;\n"
""
"out vec4 fragment_color;\n"
"out vec2 fragment_texture;\n"
""
"void main(){\n"
" gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);\n"
" fragment_color = vertex_color;\n"
" fragment_texture = vertex_texture;\n"
"}\n");
const std::string ShaderEngine::v2f_c4f_t2f_frag(
"#version "
GLSL_VERSION
"\n"
"precision mediump float;\n"
""
"in vec4 fragment_color;\n"
"in vec2 fragment_texture;\n"
""
"uniform sampler2D texture_sampler;\n"
""
"out vec4 color;\n"
""
"void main(){\n"
" color = fragment_color * texture(texture_sampler, fragment_texture.st);\n"
"}\n");
std::string PresetShaderIncludes = ""
"#define M_PI 3.14159265359\n"
"#define M_PI_2 6.28318530718\n"
"#define M_INV_PI_2 0.159154943091895\n"
"uniform float4 rand_frame; // random float4, updated each frame\n"
"uniform float4 rand_preset; // random float4, updated once per *preset*\n"
"uniform float4 _c0; // .xy: multiplier to use on UV's to paste an image fullscreen, *aspect-aware*; .zw = inverse.\n"
"uniform float4 _c1, _c2, _c3, _c4;\n"
"uniform float4 _c5; //.xy = scale,bias for reading blur1; .zw = scale,bias for reading blur2; \n"
"uniform float4 _c6; //.xy = scale,bias for reading blur3; .zw = blur1_min,blur1_max\n"
"uniform float4 _c7; // .xy ~= float2(1024,768); .zw ~= float2(1/1024.0, 1/768.0)\n"
"uniform float4 _c8; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.3, ~1.3, ~5, ~20))\n"
"uniform float4 _c9; // .xyzw ~= same, but using sin()\n"
"uniform float4 _c10; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.005, ~0.008, ~0.013, ~0.022))\n"
"uniform float4 _c11; // .xyzw ~= same, but using sin()\n"
"uniform float4 _c12; // .xyz = mip info for main image (.x=#across, .y=#down, .z=avg); .w = unused\n"
"uniform float4 _c13; //.xy = blur2_min,blur2_max; .zw = blur3_min, blur3_max.\n"
"uniform float4 _qa; // q vars bank 1 [q1-q4]\n"
"uniform float4 _qb; // q vars bank 2 [q5-q8]\n"
"uniform float4 _qc; // q vars ...\n"
"uniform float4 _qd; // q vars\n"
"uniform float4 _qe; // q vars\n"
"uniform float4 _qf; // q vars\n"
"uniform float4 _qg; // q vars\n"
"uniform float4 _qh; // q vars bank 8 [q29-q32]\n"
"// note: in general, don't use the current time w/the *dynamic* rotations!\n"
"uniform float4x3 rot_s1; // four random, static rotations. randomized @ preset load time.\n"
"uniform float4x3 rot_s2; // minor translation component (<1).\n"
"uniform float4x3 rot_s3;\n"
"uniform float4x3 rot_s4;\n"
"uniform float4x3 rot_d1; // four random, slowly changing rotations.\n"
"uniform float4x3 rot_d2; \n"
"uniform float4x3 rot_d3;\n"
"uniform float4x3 rot_d4;\n"
"uniform float4x3 rot_f1; // faster-changing.\n"
"uniform float4x3 rot_f2;\n"
"uniform float4x3 rot_f3;\n"
"uniform float4x3 rot_f4;\n"
"uniform float4x3 rot_vf1; // very-fast-changing.\n"
"uniform float4x3 rot_vf2;\n"
"uniform float4x3 rot_vf3;\n"
"uniform float4x3 rot_vf4;\n"
"uniform float4x3 rot_uf1; // ultra-fast-changing.\n"
"uniform float4x3 rot_uf2;\n"
"uniform float4x3 rot_uf3;\n"
"uniform float4x3 rot_uf4;\n"
"uniform float4x3 rot_rand1; // random every frame\n"
"uniform float4x3 rot_rand2;\n"
"uniform float4x3 rot_rand3;\n"
"uniform float4x3 rot_rand4;\n"
"#define time _c2.x\n"
"#define fps _c2.y\n"
"#define frame _c2.z\n"
"#define progress _c2.w\n"
"#define bass _c3.x\n"
"#define mid _c3.y\n"
"#define treb _c3.z\n"
"#define vol _c3.w\n"
"#define bass_att _c4.x\n"
"#define mid_att _c4.y\n"
"#define treb_att _c4.z\n"
"#define vol_att _c4.w\n"
"#define q1 _qa.x\n"
"#define q2 _qa.y\n"
"#define q3 _qa.z\n"
"#define q4 _qa.w\n"
"#define q5 _qb.x\n"
"#define q6 _qb.y\n"
"#define q7 _qb.z\n"
"#define q8 _qb.w\n"
"#define q9 _qc.x\n"
"#define q10 _qc.y\n"
"#define q11 _qc.z\n"
"#define q12 _qc.w\n"
"#define q13 _qd.x\n"
"#define q14 _qd.y\n"
"#define q15 _qd.z\n"
"#define q16 _qd.w\n"
"#define q17 _qe.x\n"
"#define q18 _qe.y\n"
"#define q19 _qe.z\n"
"#define q20 _qe.w\n"
"#define q21 _qf.x\n"
"#define q22 _qf.y\n"
"#define q23 _qf.z\n"
"#define q24 _qf.w\n"
"#define q25 _qg.x\n"
"#define q26 _qg.y\n"
"#define q27 _qg.z\n"
"#define q28 _qg.w\n"
"#define q29 _qh.x\n"
"#define q30 _qh.y\n"
"#define q31 _qh.z\n"
"#define q32 _qh.w\n"
"#define aspect _c0\n"
"#define texsize _c7 // .xy = (w,h); .zw = (1/(float)w, 1/(float)h)\n"
"#define roam_cos _c8\n"
"#define roam_sin _c9\n"
"#define slow_roam_cos _c10\n"
"#define slow_roam_sin _c11\n"
"#define mip_x _c12.x\n"
"#define mip_y _c12.y\n"
"#define mip_xy _c12.xy\n"
"#define mip_avg _c12.z\n"
"#define blur1_min _c6.z\n"
"#define blur1_max _c6.w\n"
"#define blur2_min _c13.x\n"
"#define blur2_max _c13.y\n"
"#define blur3_min _c13.z\n"
"#define blur3_max _c13.w\n"
"#define sampler_FC_main sampler_fc_main\n"
"#define sampler_PC_main sampler_pc_main\n"
"#define sampler_FW_main sampler_fw_main\n"
"#define sampler_PW_main sampler_pw_main\n"
"#define GetMain(uv) (tex2D(sampler_main,uv).xyz)\n"
"#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)\n"
"#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y)\n"
"#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w)\n"
"#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y)\n"
"#define lum(x) (dot(x,float3(0.32,0.49,0.29)))\n"
"#define tex2d tex2D\n"
"#define tex3d tex3D\n"
;
std::string blur_vert(
"#version "
GLSL_VERSION
"\n"
"layout(location = 0) in vec2 vertex_position;\n"
"layout(location = 1) in vec2 vertex_texture;\n"
""
"out vec2 fragment_texture;\n"
""
"void main(){\n"
" gl_Position = vec4(vertex_position, 0.0, 1.0);\n"
" fragment_texture = vertex_texture;\n"
"}\n");
std::string blur1_frag(
"#version "
GLSL_VERSION
"\n"
"precision mediump float;\n"
""
"in vec2 fragment_texture;\n"
""
"uniform sampler2D texture_sampler;\n"
"uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)\n"
"uniform vec4 _c1; // w1..w4\n"
"uniform vec4 _c2; // d1..d4\n"
"uniform vec4 _c3; // scale, bias, w_div\n"
""
"out vec4 color;\n"
""
"void main(){\n"
""
" // LONG HORIZ. PASS 1:\n"
" #define srctexsize _c0\n"
" #define w1 _c1.x\n"
" #define w2 _c1.y\n"
" #define w3 _c1.z\n"
" #define w4 _c1.w\n"
" #define d1 _c2.x\n"
" #define d2 _c2.y\n"
" #define d3 _c2.z\n"
" #define d4 _c2.w\n"
" #define fscale _c3.x\n"
" #define fbias _c3.y\n"
" #define w_div _c3.z\n"
""
" // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.\n"
" vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0); // + moves blur UP, LEFT by 1-pixel increments\n"
""
" vec3 blur = \n"
" ( texture( texture_sampler, uv2 + vec2( d1*srctexsize.z,0) ).xyz\n"
" + texture( texture_sampler, uv2 + vec2(-d1*srctexsize.z,0) ).xyz)*w1 +\n"
" ( texture( texture_sampler, uv2 + vec2( d2*srctexsize.z,0) ).xyz\n"
" + texture( texture_sampler, uv2 + vec2(-d2*srctexsize.z,0) ).xyz)*w2 +\n"
" ( texture( texture_sampler, uv2 + vec2( d3*srctexsize.z,0) ).xyz\n"
" + texture( texture_sampler, uv2 + vec2(-d3*srctexsize.z,0) ).xyz)*w3 +\n"
" ( texture( texture_sampler, uv2 + vec2( d4*srctexsize.z,0) ).xyz\n"
" + texture( texture_sampler, uv2 + vec2(-d4*srctexsize.z,0) ).xyz)*w4\n"
" ;\n"
" blur.xyz *= w_div;\n"
""
" blur.xyz = blur.xyz*fscale + fbias;\n"
""
" color.xyz = blur;\n"
" color.w = 1.0;\n"
"}\n");
std::string blur2_frag(
"#version "
GLSL_VERSION
"\n"
"precision mediump float;\n"
""
"in vec2 fragment_texture;\n"
""
"uniform sampler2D texture_sampler;\n"
"uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)\n"
"uniform vec4 _c5; // w1,w2,d1,d2\n"
"uniform vec4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3\n"
""
"out vec4 color;\n"
""
"void main(){\n"
""
" //SHORT VERTICAL PASS 2:\n"
" #define srctexsize _c0\n"
" #define w1 _c5.x\n"
" #define w2 _c5.y\n"
" #define d1 _c5.z\n"
" #define d2 _c5.w\n"
" #define edge_darken_c1 _c6.y\n"
" #define edge_darken_c2 _c6.z\n"
" #define edge_darken_c3 _c6.w\n"
" #define w_div _c6.x\n"
""
" // note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.\n"
" vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0,0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps)\n"
""
" vec3 blur = \n"
" ( texture( texture_sampler, uv2 + vec2(0, d1*srctexsize.w) ).xyz\n"
" + texture( texture_sampler, uv2 + vec2(0,-d1*srctexsize.w) ).xyz)*w1 +\n"
" ( texture( texture_sampler, uv2 + vec2(0, d2*srctexsize.w) ).xyz\n"
" + texture( texture_sampler, uv2 + vec2(0,-d2*srctexsize.w) ).xyz)*w2\n"
" ;\n"
" blur.xyz *= w_div;\n"
""
" // tone it down at the edges: (only happens on 1st X pass!)\n"
" float t = min( min(fragment_texture.x, fragment_texture.y), 1.0-max(fragment_texture.x, fragment_texture.y) );\n"
" t = sqrt(t);\n"
" t = edge_darken_c1 + edge_darken_c2*clamp(t*edge_darken_c3, 0.0, 1.0);\n"
" blur.xyz *= t;\n"
""
" color.xyz = blur;\n"
" color.w = 1.0;\n"
"}\n");
ShaderEngine::ShaderEngine() : presetCompShaderLoaded(false), presetWarpShaderLoaded(false)
{
programID_v2f_c4f = CompileShaderProgram(v2f_c4f_vert, v2f_c4f_frag, "v2f_c4f");
programID_v2f_c4f_t2f = CompileShaderProgram(v2f_c4f_t2f_vert, v2f_c4f_t2f_frag, "v2f_c4f_t2f");
std::shared_ptr<StaticGlShaders> static_gl_shaders = StaticGlShaders::Get();
programID_blur1 = CompileShaderProgram(blur_vert, blur1_frag, "blur1");
programID_blur2 = CompileShaderProgram(blur_vert, blur2_frag, "blur2");
programID_v2f_c4f = CompileShaderProgram(
static_gl_shaders->GetV2fC4fVertexShader(),
static_gl_shaders->GetV2fC4fFragmentShader(), "v2f_c4f");
programID_v2f_c4f_t2f = CompileShaderProgram(
static_gl_shaders->GetV2fC4fT2fVertexShader(),
static_gl_shaders->GetV2fC4fT2fFragmentShader(), "v2f_c4f_t2f");
programID_blur1 = CompileShaderProgram(
static_gl_shaders->GetBlurVertexShader(),
static_gl_shaders->GetBlur1FragmentShader(), "blur1");
programID_blur2 = CompileShaderProgram(
static_gl_shaders->GetBlurVertexShader(),
static_gl_shaders->GetBlur2FragmentShader(), "blur2");
uniform_v2f_c4f_vertex_tranformation = glGetUniformLocation(programID_v2f_c4f, "vertex_transformation");
uniform_v2f_c4f_vertex_point_size = glGetUniformLocation(programID_v2f_c4f, "vertex_point_size");
@ -642,7 +276,7 @@ GLuint ShaderEngine::compilePresetShader(const PresentShaderType shaderType, Sha
std::string fullSource;
// prepend our HLSL template to the actual program source
fullSource.append(PresetShaderIncludes);
fullSource.append(StaticGlShaders::Get()->GetPresetShaderHeader());
if (shaderType == PresentWarpShader) {
fullSource.append( "#define rad _rad_ang.x\n"
@ -743,7 +377,9 @@ GLuint ShaderEngine::compilePresetShader(const PresentShaderType shaderType, Sha
}
// generate GLSL
if (!generator.Generate(&tree, M4::GLSLGenerator::Target_FragmentShader, SHADER_VERSION, "PS")) {
if (!generator.Generate(&tree, M4::GLSLGenerator::Target_FragmentShader,
StaticGlShaders::Get()->GetGlslGeneratorVersion(),
"PS")) {
std::cerr << "Failed to transpile HLSL(step3) " << shaderTypeString << " shader to GLSL" << std::endl;
#if !DUMP_SHADERS_ON_ERROR
std::cerr << "Source: " << std::endl << sourcePreprocessed << std::endl;
@ -755,13 +391,18 @@ GLuint ShaderEngine::compilePresetShader(const PresentShaderType shaderType, Sha
return GL_FALSE;
}
// now we have GLSL source for the preset shader program (hopefully it's valid!)
// copmile the preset shader fragment shader with the standard vertex shader and cross our fingers
// now we have GLSL source for the preset shader program (hopefully it's
// valid!) copmile the preset shader fragment shader with the standard
// vertex shader and cross our fingers
GLuint ret = 0;
if (shaderType == PresentWarpShader) {
ret = CompileShaderProgram(presetWarpVertexShader, generator.GetResult(), shaderTypeString); // returns new program
ret = CompileShaderProgram(
StaticGlShaders::Get()->GetPresetWarpVertexShader(),
generator.GetResult(), shaderTypeString);
} else {
ret = CompileShaderProgram(presetCompVertexShader, generator.GetResult(), shaderTypeString); // returns new program
ret = CompileShaderProgram(
StaticGlShaders::Get()->GetPresetCompVertexShader(),
generator.GetResult(), shaderTypeString);
}
if (ret != GL_FALSE) {

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@ -0,0 +1,821 @@
#include "StaticGlShaders.h"
#include "projectM-opengl.h"
namespace {
// Variants of shaders for GLSL1.2
const std::string kPresetWarpVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec4 vertex_color;
attribute vec2 vertex_texture;
uniform mat4 vertex_transformation;
varying vec4 frag_COLOR;
varying vec4 frag_TEXCOORD0;
varying vec2 frag_TEXCOORD1;
void main(){
vec4 position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
gl_Position = position;
frag_COLOR = vertex_color;
frag_TEXCOORD0.xy = vertex_texture;
frag_TEXCOORD0.zw = position.xy;
frag_TEXCOORD1 = vec2(0.0, 0.0);
}
)";
const std::string kPresetCompVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec4 vertex_color;
attribute vec2 vertex_texture;
attribute vec2 vertex_rad_ang;
varying vec4 frag_COLOR;
varying vec2 frag_TEXCOORD0;
varying vec2 frag_TEXCOORD1;
void main(){
vec4 position = vec4(vertex_position, 0.0, 1.0);
gl_Position = position;
frag_COLOR = vertex_color;
frag_TEXCOORD0 = vertex_texture;
frag_TEXCOORD1 = vertex_rad_ang;
}
)";
const std::string kV2fC4fVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec4 vertex_color;
uniform mat4 vertex_transformation;
uniform float vertex_point_size;
varying vec4 fragment_color;
void main(){
gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
gl_PointSize = vertex_point_size;
fragment_color = vertex_color;
}
)";
const std::string kV2fC4fFragmentShaderGlsl120 = R"(
varying vec4 fragment_color;
void main(){
gl_FragColor = fragment_color;
}
)";
const std::string kV2fC4fT2fVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec4 vertex_color;
attribute vec2 vertex_texture;
uniform mat4 vertex_transformation;
varying vec4 fragment_color;
varying vec2 fragment_texture;
void main(){
gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
fragment_color = vertex_color;
fragment_texture = vertex_texture;
}
)";
const std::string kV2fC4fT2fFragmentShaderGlsl120 = R"(
varying vec4 fragment_color;
varying vec2 fragment_texture;
uniform sampler2D texture_sampler;
varying vec4 color;
void main(){
gl_FragColor = fragment_color * texture2D(texture_sampler,
fragment_texture.st);
}
)";
const std::string kPresetShaderHeaderGlsl120 = R"(
#define M_PI 3.14159265359
#define M_PI_2 6.28318530718
#define M_INV_PI_2 0.159154943091895
uniform float4 rand_frame; // random float4, updated each frame
uniform float4 rand_preset; // random float4, updated once per *preset*
uniform float4 _c0; // .xy: multiplier to use on UV's to paste
// an image fullscreen, *aspect-aware*
// .zw = inverse.
uniform float4 _c1, _c2, _c3, _c4;
uniform float4 _c5; // .xy = scale, bias for reading blur1
// .zw = scale, bias for reading blur2
uniform float4 _c6; // .xy = scale, bias for reading blur3
// .zw = blur1_min, blur1_max
uniform float4 _c7; // .xy ~= float2(1024,768)
// .zw ~= float2(1/1024.0, 1/768.0)
uniform float4 _c8; // .xyzw ~= 0.5 + 0.5 * cos(
// time * float4(~0.3, ~1.3, ~5, ~20))
uniform float4 _c9; // .xyzw ~= same, but using sin()
uniform float4 _c10; // .xyzw ~= 0.5 + 0.5 * cos(
// time * float4(~0.005, ~0.008, ~0.013,
// ~0.022))
uniform float4 _c11; // .xyzw ~= same, but using sin()
uniform float4 _c12; // .xyz = mip info for main image
// (.x=#across, .y=#down, .z=avg)
// .w = unused
uniform float4 _c13; // .xy = blur2_min, blur2_max
// .zw = blur3_min, blur3_max
uniform float4 _qa; // q vars bank 1 [q1-q4]
uniform float4 _qb; // q vars bank 2 [q5-q8]
uniform float4 _qc; // q vars ...
uniform float4 _qd; // q vars
uniform float4 _qe; // q vars
uniform float4 _qf; // q vars
uniform float4 _qg; // q vars
uniform float4 _qh; // q vars bank 8 [q29-q32]
// note: in general, don't use the current time w/the *dynamic* rotations!
// four random, static rotations, randomized at preset load time.
// minor translation component (<1).
uniform float4x3 rot_s1;
uniform float4x3 rot_s2;
uniform float4x3 rot_s3;
uniform float4x3 rot_s4;
// four random, slowly changing rotations.
uniform float4x3 rot_d1;
uniform float4x3 rot_d2;
uniform float4x3 rot_d3;
uniform float4x3 rot_d4;
// faster-changing.
uniform float4x3 rot_f1;
uniform float4x3 rot_f2;
uniform float4x3 rot_f3;
uniform float4x3 rot_f4;
// very-fast-changing.
uniform float4x3 rot_vf1;
uniform float4x3 rot_vf2;
uniform float4x3 rot_vf3;
uniform float4x3 rot_vf4;
// ultra-fast-changing.
uniform float4x3 rot_uf1;
uniform float4x3 rot_uf2;
uniform float4x3 rot_uf3;
uniform float4x3 rot_uf4;
// Random every frame.
uniform float4x3 rot_rand1;
uniform float4x3 rot_rand2;
uniform float4x3 rot_rand3;
uniform float4x3 rot_rand4;
#define time _c2.x
#define fps _c2.y
#define frame _c2.z
#define progress _c2.w
#define bass _c3.x
#define mid _c3.y
#define treb _c3.z
#define vol _c3.w
#define bass_att _c4.x
#define mid_att _c4.y
#define treb_att _c4.z
#define vol_att _c4.w
#define q1 _qa.x
#define q2 _qa.y
#define q3 _qa.z
#define q4 _qa.w
#define q5 _qb.x
#define q6 _qb.y
#define q7 _qb.z
#define q8 _qb.w
#define q9 _qc.x
#define q10 _qc.y
#define q11 _qc.z
#define q12 _qc.w
#define q13 _qd.x
#define q14 _qd.y
#define q15 _qd.z
#define q16 _qd.w
#define q17 _qe.x
#define q18 _qe.y
#define q19 _qe.z
#define q20 _qe.w
#define q21 _qf.x
#define q22 _qf.y
#define q23 _qf.z
#define q24 _qf.w
#define q25 _qg.x
#define q26 _qg.y
#define q27 _qg.z
#define q28 _qg.w
#define q29 _qh.x
#define q30 _qh.y
#define q31 _qh.z
#define q32 _qh.w
#define aspect _c0
// .xy = (w,h); .zw = (1/(float)w, 1/(float)h)
#define texsize _c7
#define roam_cos _c8
#define roam_sin _c9
#define slow_roam_cos _c10
#define slow_roam_sin _c11
#define mip_x _c12.x
#define mip_y _c12.y
#define mip_xy _c12.xy
#define mip_avg _c12.z
#define blur1_min _c6.z
#define blur1_max _c6.w
#define blur2_min _c13.x
#define blur2_max _c13.y
#define blur3_min _c13.z
#define blur3_max _c13.w
#define sampler_FC_main sampler_fc_main
#define sampler_PC_main sampler_pc_main
#define sampler_FW_main sampler_fw_main
#define sampler_PW_main sampler_pw_main
#define GetMain(uv) (tex2D(sampler_main,uv).xyz)
#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)
#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y)
#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w)
#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y)
#define lum(x) (dot(x,float3(0.32,0.49,0.29)))
#define tex2d tex2D
#define tex3d tex3D
)";
const std::string kBlurVertexShaderGlsl120 = R"(
attribute vec2 vertex_position;
attribute vec2 vertex_texture;
varying vec2 fragment_texture;
void main(){
gl_Position = vec4(vertex_position, 0.0, 1.0);
fragment_texture = vertex_texture;
}
)";
std::string kBlur1FragmentShaderGlsl120 = R"(
varying vec2 fragment_texture;
uniform sampler2D texture_sampler;
uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)
uniform vec4 _c1; // w1..w4
uniform vec4 _c2; // d1..d4
uniform vec4 _c3; // scale, bias, w_div
void main(){
// LONG HORIZ. PASS 1:
#define srctexsize _c0
#define w1 _c1.x
#define w2 _c1.y
#define w3 _c1.z
#define w4 _c1.w
#define d1 _c2.x
#define d2 _c2.y
#define d3 _c2.z
#define d4 _c2.w
#define fscale _c3.x
#define fbias _c3.y
#define w_div _c3.z
// note: if you just take one sample at exactly uv.xy, you get an avg of 4
// pixels.
// + moves blur UP, LEFT by 1-pixel increments
vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0);
vec3 blur =
(texture2D(texture_sampler, uv2 + vec2(d1 * srctexsize.z, 0)).xyz +
texture2D(texture_sampler, uv2 + vec2(-d1 * srctexsize.z, 0)).xyz) *
w1 +
(texture2D(texture_sampler, uv2 + vec2(d2 * srctexsize.z, 0)).xyz +
texture2D(texture_sampler, uv2 + vec2(-d2 * srctexsize.z, 0)).xyz) *
w2 +
(texture2D(texture_sampler, uv2 + vec2(d3 * srctexsize.z, 0)).xyz +
texture2D(texture_sampler, uv2 + vec2(-d3 * srctexsize.z, 0)).xyz) *
w3 +
(texture2D(texture_sampler, uv2 + vec2(d4 * srctexsize.z, 0)).xyz +
texture2D(texture_sampler, uv2 + vec2(-d4 * srctexsize.z, 0)).xyz) *
w4;
blur.xyz *= w_div;
blur.xyz = blur.xyz*fscale + fbias;
gl_FragColor.xyz = blur;
gl_FragColor.w = 1.0;
}
)";
std::string kBlur2FragmentShaderGlsl120 = R"(
varying vec2 fragment_texture;
uniform sampler2D texture_sampler;
uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)
uniform vec4 _c5; // w1,w2,d1,d2
uniform vec4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3
void main(){
// SHORT VERTICAL PASS 2:
#define srctexsize _c0
#define w1 _c5.x
#define w2 _c5.y
#define d1 _c5.z
#define d2 _c5.w
#define edge_darken_c1 _c6.y
#define edge_darken_c2 _c6.z
#define edge_darken_c3 _c6.w
#define w_div _c6.x
// note: if you just take one sample at exactly uv.xy, you get an avg of 4
// pixels.
// + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the
// size of blur1_ps)
vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0,0);
vec3 blur =
(texture2D(texture_sampler, uv2 + vec2(0, d1 * srctexsize.w)).xyz +
texture2D(texture_sampler, uv2 + vec2(0, -d1 * srctexsize.w)).xyz) *
w1 +
(texture2D(texture_sampler, uv2 + vec2(0, d2 * srctexsize.w)).xyz +
texture2D(texture_sampler, uv2 + vec2(0, -d2 * srctexsize.w)).xyz) *
w2;
blur.xyz *= w_div;
// tone it down at the edges (only happens on 1st X pass!)
float t = min(min(fragment_texture.x, fragment_texture.y),
1.0 - max(fragment_texture.x, fragment_texture.y));
t = sqrt(t);
t = edge_darken_c1 + edge_darken_c2 * clamp(t * edge_darken_c3, 0.0, 1.0);
blur.xyz *= t;
gl_FragColor.xyz = blur;
gl_FragColor.w = 1.0;
}
)";
// Variants of shaders for GLSL3.3
const std::string kPresetWarpVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_color;
layout(location = 2) in vec2 vertex_texture;
uniform mat4 vertex_transformation;
out vec4 frag_COLOR;
out vec4 frag_TEXCOORD0;
out vec2 frag_TEXCOORD1;
void main(){
vec4 position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
gl_Position = position;
frag_COLOR = vertex_color;
frag_TEXCOORD0.xy = vertex_texture;
frag_TEXCOORD0.zw = position.xy;
frag_TEXCOORD1 = vec2(0.0, 0.0);
}
)";
const std::string kPresetCompVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_color;
layout(location = 2) in vec2 vertex_texture;
layout(location = 3) in vec2 vertex_rad_ang;
out vec4 frag_COLOR;
out vec2 frag_TEXCOORD0;
out vec2 frag_TEXCOORD1;
void main(){
vec4 position = vec4(vertex_position, 0.0, 1.0);
gl_Position = position;
frag_COLOR = vertex_color;
frag_TEXCOORD0 = vertex_texture;
frag_TEXCOORD1 = vertex_rad_ang;
}
)";
const std::string kV2fC4fVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_color;
uniform mat4 vertex_transformation;
uniform float vertex_point_size;
out vec4 fragment_color;
void main(){
gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
gl_PointSize = vertex_point_size;
fragment_color = vertex_color;
}
)";
const std::string kV2fC4fFragmentShaderGlsl330 = R"(
precision mediump float;
in vec4 fragment_color;
out vec4 color;
void main(){
color = fragment_color;
}
)";
const std::string kV2fC4fT2fVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec4 vertex_color;
layout(location = 2) in vec2 vertex_texture;
uniform mat4 vertex_transformation;
out vec4 fragment_color;
out vec2 fragment_texture;
void main(){
gl_Position = vertex_transformation * vec4(vertex_position, 0.0, 1.0);
fragment_color = vertex_color;
fragment_texture = vertex_texture;
}
)";
const std::string kV2fC4fT2fFragmentShaderGlsl330 = R"(
precision mediump float;
in vec4 fragment_color;
in vec2 fragment_texture;
uniform sampler2D texture_sampler;
out vec4 color;
void main(){
color = fragment_color * texture2D(texture_sampler, fragment_texture.st);
}
)";
const std::string kPresetShaderHeaderGlsl330 = R"(
#define M_PI 3.14159265359
#define M_PI_2 6.28318530718
#define M_INV_PI_2 0.159154943091895
uniform float4 rand_frame; // random float4, updated each frame
uniform float4 rand_preset; // random float4, updated once per *preset*
uniform float4 _c0; // .xy: multiplier to use on UV's to paste
// an image fullscreen, *aspect-aware*
// .zw = inverse.
uniform float4 _c1, _c2, _c3, _c4;
uniform float4 _c5; // .xy = scale, bias for reading blur1
// .zw = scale, bias for reading blur2
uniform float4 _c6; // .xy = scale, bias for reading blur3
// .zw = blur1_min, blur1_max
uniform float4 _c7; // .xy ~= float2(1024,768)
// .zw ~= float2(1/1024.0, 1/768.0)
uniform float4 _c8; // .xyzw ~= 0.5 + 0.5 * cos(
// time * float4(~0.3, ~1.3, ~5, ~20))
uniform float4 _c9; // .xyzw ~= same, but using sin()
uniform float4 _c10; // .xyzw ~= 0.5 + 0.5 * cos(
// time * float4(~0.005, ~0.008, ~0.013,
// ~0.022))
uniform float4 _c11; // .xyzw ~= same, but using sin()
uniform float4 _c12; // .xyz = mip info for main image
// (.x=#across, .y=#down, .z=avg)
// .w = unused
uniform float4 _c13; // .xy = blur2_min, blur2_max
// .zw = blur3_min, blur3_max
uniform float4 _qa; // q vars bank 1 [q1-q4]
uniform float4 _qb; // q vars bank 2 [q5-q8]
uniform float4 _qc; // q vars ...
uniform float4 _qd; // q vars
uniform float4 _qe; // q vars
uniform float4 _qf; // q vars
uniform float4 _qg; // q vars
uniform float4 _qh; // q vars bank 8 [q29-q32]
// note: in general, don't use the current time w/the *dynamic* rotations!
// four random, static rotations, randomized at preset load time.
// minor translation component (<1).
uniform float4x3 rot_s1;
uniform float4x3 rot_s2;
uniform float4x3 rot_s3;
uniform float4x3 rot_s4;
// four random, slowly changing rotations.
uniform float4x3 rot_d1;
uniform float4x3 rot_d2;
uniform float4x3 rot_d3;
uniform float4x3 rot_d4;
// faster-changing.
uniform float4x3 rot_f1;
uniform float4x3 rot_f2;
uniform float4x3 rot_f3;
uniform float4x3 rot_f4;
// very-fast-changing.
uniform float4x3 rot_vf1;
uniform float4x3 rot_vf2;
uniform float4x3 rot_vf3;
uniform float4x3 rot_vf4;
// ultra-fast-changing.
uniform float4x3 rot_uf1;
uniform float4x3 rot_uf2;
uniform float4x3 rot_uf3;
uniform float4x3 rot_uf4;
// Random every frame.
uniform float4x3 rot_rand1;
uniform float4x3 rot_rand2;
uniform float4x3 rot_rand3;
uniform float4x3 rot_rand4;
#define time _c2.x
#define fps _c2.y
#define frame _c2.z
#define progress _c2.w
#define bass _c3.x
#define mid _c3.y
#define treb _c3.z
#define vol _c3.w
#define bass_att _c4.x
#define mid_att _c4.y
#define treb_att _c4.z
#define vol_att _c4.w
#define q1 _qa.x
#define q2 _qa.y
#define q3 _qa.z
#define q4 _qa.w
#define q5 _qb.x
#define q6 _qb.y
#define q7 _qb.z
#define q8 _qb.w
#define q9 _qc.x
#define q10 _qc.y
#define q11 _qc.z
#define q12 _qc.w
#define q13 _qd.x
#define q14 _qd.y
#define q15 _qd.z
#define q16 _qd.w
#define q17 _qe.x
#define q18 _qe.y
#define q19 _qe.z
#define q20 _qe.w
#define q21 _qf.x
#define q22 _qf.y
#define q23 _qf.z
#define q24 _qf.w
#define q25 _qg.x
#define q26 _qg.y
#define q27 _qg.z
#define q28 _qg.w
#define q29 _qh.x
#define q30 _qh.y
#define q31 _qh.z
#define q32 _qh.w
#define aspect _c0
// .xy = (w,h); .zw = (1/(float)w, 1/(float)h)
#define texsize _c7
#define roam_cos _c8
#define roam_sin _c9
#define slow_roam_cos _c10
#define slow_roam_sin _c11
#define mip_x _c12.x
#define mip_y _c12.y
#define mip_xy _c12.xy
#define mip_avg _c12.z
#define blur1_min _c6.z
#define blur1_max _c6.w
#define blur2_min _c13.x
#define blur2_max _c13.y
#define blur3_min _c13.z
#define blur3_max _c13.w
#define sampler_FC_main sampler_fc_main
#define sampler_PC_main sampler_pc_main
#define sampler_FW_main sampler_fw_main
#define sampler_PW_main sampler_pw_main
#define GetMain(uv) (tex2D(sampler_main,uv).xyz)
#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)
#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y)
#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w)
#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y)
#define lum(x) (dot(x,float3(0.32,0.49,0.29)))
#define tex2d tex2D
#define tex3d tex3D
)";
const std::string kBlurVertexShaderGlsl330 = R"(
layout(location = 0) in vec2 vertex_position;
layout(location = 1) in vec2 vertex_texture;
out vec2 fragment_texture;
void main(){
gl_Position = vec4(vertex_position, 0.0, 1.0);
fragment_texture = vertex_texture;
}
)";
std::string kBlur1FragmentShaderGlsl330 = R"(
precision mediump float;
in vec2 fragment_texture;
uniform sampler2D texture_sampler;
uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)
uniform vec4 _c1; // w1..w4
uniform vec4 _c2; // d1..d4
uniform vec4 _c3; // scale, bias, w_div
out vec4 color;
void main(){
// LONG HORIZ. PASS 1:
#define srctexsize _c0
#define w1 _c1.x
#define w2 _c1.y
#define w3 _c1.z
#define w4 _c1.w
#define d1 _c2.x
#define d2 _c2.y
#define d3 _c2.z
#define d4 _c2.w
#define fscale _c3.x
#define fbias _c3.y
#define w_div _c3.z
// note: if you just take one sample at exactly uv.xy, you get an avg of 4
// pixels.
// + moves blur UP, LEFT by 1-pixel increments
vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(1.0,1.0);
vec3 blur =
(texture2D(texture_sampler, uv2 + vec2(d1 * srctexsize.z, 0)).xyz +
texture2D(texture_sampler, uv2 + vec2(-d1 * srctexsize.z, 0)).xyz) *
w1 +
(texture2D(texture_sampler, uv2 + vec2(d2 * srctexsize.z, 0)).xyz +
texture2D(texture_sampler, uv2 + vec2(-d2 * srctexsize.z, 0)).xyz) *
w2 +
(texture2D(texture_sampler, uv2 + vec2(d3 * srctexsize.z, 0)).xyz +
texture2D(texture_sampler, uv2 + vec2(-d3 * srctexsize.z, 0)).xyz) *
w3 +
(texture2D(texture_sampler, uv2 + vec2(d4 * srctexsize.z, 0)).xyz +
texture2D(texture_sampler, uv2 + vec2(-d4 * srctexsize.z, 0)).xyz) *
w4;
blur.xyz *= w_div;
blur.xyz = blur.xyz*fscale + fbias;
color.xyz = blur;
color.w = 1.0;
}
)";
std::string kBlur2FragmentShaderGlsl330 = R"(
precision mediump float;
in vec2 fragment_texture;
uniform sampler2D texture_sampler;
uniform vec4 _c0; // source texsize (.xy), and inverse (.zw)
uniform vec4 _c5; // w1,w2,d1,d2
uniform vec4 _c6; // w_div, edge_darken_c1, edge_darken_c2, edge_darken_c3
out vec4 color;
void main(){
// SHORT VERTICAL PASS 2:
#define srctexsize _c0
#define w1 _c5.x
#define w2 _c5.y
#define d1 _c5.z
#define d2 _c5.w
#define edge_darken_c1 _c6.y
#define edge_darken_c2 _c6.z
#define edge_darken_c3 _c6.w
#define w_div _c6.x
// note: if you just take one sample at exactly uv.xy, you get an avg of 4
// pixels.
// + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the
// size of blur1_ps)
vec2 uv2 = fragment_texture.xy + srctexsize.zw*vec2(0,0);
vec3 blur =
(texture2D(texture_sampler, uv2 + vec2(0, d1 * srctexsize.w)).xyz +
texture2D(texture_sampler, uv2 + vec2(0, -d1 * srctexsize.w)).xyz) *
w1 +
(texture2D(texture_sampler, uv2 + vec2(0, d2 * srctexsize.w)).xyz +
texture2D(texture_sampler, uv2 + vec2(0, -d2 * srctexsize.w)).xyz) *
w2;
blur.xyz *= w_div;
// tone it down at the edges (only happens on 1st X pass!)
float t = min(min(fragment_texture.x, fragment_texture.y),
1.0 - max(fragment_texture.x, fragment_texture.y));
t = sqrt(t);
t = edge_darken_c1 + edge_darken_c2 * clamp(t * edge_darken_c3, 0.0, 1.0);
blur.xyz *= t;
color.xyz = blur;
color.w = 1.0;
}
)";
} // namespace
StaticGlShaders::StaticGlShaders(bool use_gles) : use_gles_(use_gles) {
version_ = QueryGlslVersion();
if (use_gles_) {
// If GLES is specified, override the version header.
version_header_ = "#version 300 es";
glsl_generator_version_ = M4::GLSLGenerator::Version::Version_300_ES;
} else {
if (version_.major < 3) {
// For all GLSL versions less than 3.*, use the GLSL1.2 shaders.
version_header_ = "#version 120";
glsl_generator_version_ = M4::GLSLGenerator::Version::Version_120;
} else {
version_header_ = "#version 330";
glsl_generator_version_ = M4::GLSLGenerator::Version::Version_330;
}
}
}
StaticGlShaders::GlslVersion StaticGlShaders::QueryGlslVersion() {
std::string glsl_version_string = reinterpret_cast<const char *>(
glGetString(GL_SHADING_LANGUAGE_VERSION));
size_t dot_location = glsl_version_string.find('.');
size_t end_location = glsl_version_string.find(' ');
auto major_string = glsl_version_string.substr(0, dot_location);
auto minor_string = glsl_version_string.substr(dot_location + 1,
end_location - dot_location);
int major = std::stoi(major_string);
int minor = std::stoi(minor_string);
return GlslVersion{major, minor};
}
std::string StaticGlShaders::AddVersionHeader(std::string shader_text) {
return version_header_ + "\n" + shader_text;
}
#define DECLARE_SHADER_ACCESSOR(name) \
std::string StaticGlShaders::Get##name() { \
if (use_gles_) { \
return AddVersionHeader(k##name##Glsl330); \
} \
if (version_.major < 3) { \
return AddVersionHeader(k##name##Glsl120); \
} \
return AddVersionHeader(k##name##Glsl330); \
}
#define DECLARE_SHADER_ACCESSOR_NO_HEADER(name) \
std::string StaticGlShaders::Get##name() { \
if (use_gles_) { \
return k##name##Glsl330; \
} \
if (version_.major < 3) { \
return k##name##Glsl120; \
} \
return k##name##Glsl330; \
}
DECLARE_SHADER_ACCESSOR(PresetWarpVertexShader);
DECLARE_SHADER_ACCESSOR(PresetCompVertexShader);
DECLARE_SHADER_ACCESSOR(V2fC4fVertexShader);
DECLARE_SHADER_ACCESSOR(V2fC4fFragmentShader);
DECLARE_SHADER_ACCESSOR(V2fC4fT2fVertexShader);
DECLARE_SHADER_ACCESSOR(V2fC4fT2fFragmentShader);
DECLARE_SHADER_ACCESSOR(BlurVertexShader);
DECLARE_SHADER_ACCESSOR(Blur1FragmentShader);
DECLARE_SHADER_ACCESSOR(Blur2FragmentShader);
DECLARE_SHADER_ACCESSOR_NO_HEADER(PresetShaderHeader);

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@ -0,0 +1,72 @@
#include <memory>
#include "GLSLGenerator.h"
// Singleton manager for static resource GL shaders. The manager provides
// shaders through its accessor methods, and selects the appropriate shader
// version to be compatible with the system GLSL version.
class StaticGlShaders {
public:
// Returns the singleton StaticGlShaders instance.
static std::shared_ptr<StaticGlShaders> Get() {
bool use_gles = false;
#ifdef USE_GLES
use_gles = true;
#endif
static std::shared_ptr<StaticGlShaders> instance(
new StaticGlShaders(use_gles));
return instance;
}
// Returns the GLSLGenerator version enum value corresponding to the queried
// OpenGL shader version.
M4::GLSLGenerator::Version GetGlslGeneratorVersion() {
return glsl_generator_version_;
}
// Returns the named static GL shader resource.
std::string GetPresetWarpVertexShader();
std::string GetPresetCompVertexShader();
std::string GetV2fC4fVertexShader();
std::string GetV2fC4fFragmentShader();
std::string GetV2fC4fT2fVertexShader();
std::string GetV2fC4fT2fFragmentShader();
std::string GetBlurVertexShader();
std::string GetBlur1FragmentShader();
std::string GetBlur2FragmentShader();
std::string GetPresetShaderHeader();
private:
// POD struct to store parsed GLSL version numbers.
struct GlslVersion {
int major, minor;
};
// Constructs a StaticGlShaders, overriding the version to GLES3 if
// `use_gles` is true.
StaticGlShaders(bool use_gles);
// Queries the system GLSL version using
// `glGetString(GL_SHADING_LANGUAGE_VERSION)` and returns the major and
// minor numbers.
GlslVersion QueryGlslVersion();
// Prepends a string of the form "#version <number>\n" to the provided
// shader text, where <number> is derived from the queried GLSL version (or
// overridden when the manager was constructed with `use_gles` = true).
std::string AddVersionHeader(std::string shader_text);
// Whether or not to use GLES shaders.
bool use_gles_;
// The queried GLSL version.
GlslVersion version_;
// The version header to prepended by AddVersionHeader.
std::string version_header_;
// The GLSL generator version to pass to the hlslparser generator.
M4::GLSLGenerator::Version glsl_generator_version_;
};

View File

@ -133,6 +133,7 @@ GLSLGenerator::GLSLGenerator() :
m_scalarSwizzle4Function[0] = 0;
m_sinCosFunction[0] = 0;
m_bvecTernary[ 0 ] = 0;
m_modfFunction[0] = 0;
m_outputPosition = false;
m_outputTargets = 0;
}
@ -144,7 +145,7 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con
m_entryName = entryName;
m_target = target;
m_version = version;
m_versionLegacy = (version == Version_110 || version == Version_100_ES);
m_versionLegacy = (version == Version_110 || version == Version_120 || version == Version_100_ES);
m_options = options;
globalVarsAssignments.clear();
@ -159,6 +160,7 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con
ChooseUniqueName("tex3Dlod", m_tex3DlodFunction, sizeof(m_tex3DlodFunction));
ChooseUniqueName("texCUBEbias", m_texCUBEbiasFunction, sizeof(m_texCUBEbiasFunction));
ChooseUniqueName( "texCUBElod", m_texCUBElodFunction, sizeof( m_texCUBElodFunction ) );
ChooseUniqueName( "modf", m_modfFunction, sizeof( m_modfFunction ) );
for (int i = 0; i < s_numReservedWords; ++i)
{
@ -201,6 +203,10 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con
{
m_writer.WriteLine(0, "#version 110");
}
if (m_version == Version_120)
{
m_writer.WriteLine(0, "#version 120");
}
else if (m_version == Version_140)
{
m_writer.WriteLine(0, "#version 140");
@ -244,7 +250,7 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con
m_writer.WriteLine(0, "vec4 %s(mat4 m, int i) { return vec4( m[0][i], m[1][i], m[2][i], m[3][i] ); }", m_matrixRowFunction);
// Output the special function used to do matrix cast for OpenGL 2.0
if (m_version == Version_110)
if (m_versionLegacy)
{
m_writer.WriteLine(0, "mat3 %s(mat4 m) { return mat3(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2]); }", m_matrixCtorFunction);
}
@ -276,7 +282,7 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con
{
const char* function = "textureLod";
if (m_version == Version_110)
if (m_versionLegacy)
{
m_writer.WriteLine(0, "#extension GL_ARB_shader_texture_lod : require");
function = "texture2DLod";
@ -295,7 +301,7 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con
{
const char* function = "textureGrad";
if (m_version == Version_110)
if (m_versionLegacy)
{
m_writer.WriteLine(0, "#extension GL_ARB_shader_texture_lod : require");
function = "texture2DGradARB";
@ -356,7 +362,7 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con
{
const char* function = "textureLod";
if (m_version == Version_110)
if (m_version == Version_110 || m_version == Version_120)
{
m_writer.WriteLine(0, "#extension GL_ARB_shader_texture_lod : require");
function = "textureCubeLod";
@ -370,6 +376,16 @@ bool GLSLGenerator::Generate(HLSLTree* tree, Target target, Version version, con
m_writer.WriteLine( 0, "vec4 %s(samplerCube samp, vec4 texCoord) { return %s(samp, texCoord.xyz, texCoord.w); }", m_texCUBElodFunction, function);
}
if (m_tree->NeedsFunction("modf"))
{
if (m_version == Version_110 || m_version == Version_120 || m_version == Version_100_ES)
{
m_writer.WriteLine(0, "float %s(float x, out int ip) { ip = int(x); return x - ip; }", m_modfFunction);
} else {
m_writer.WriteLine(0, "float %s(float x, out int ip) { return modf(x, ip); }", m_modfFunction);
}
}
m_writer.WriteLine(0, "vec2 %s(float x) { return vec2(x, x); }", m_scalarSwizzle2Function);
m_writer.WriteLine(0, "ivec2 %s(int x) { return ivec2(x, x); }", m_scalarSwizzle2Function);
@ -676,11 +692,19 @@ void GLSLGenerator::OutputExpression(HLSLExpression* expression, const HLSLType*
default:
ASSERT(0);
}
m_writer.Write("(");
OutputExpression(binaryExpression->expression1, dstType1);
m_writer.Write("%s", op);
OutputExpression(binaryExpression->expression2, dstType2);
m_writer.Write(")");
if ((m_version == Version_110 || m_version == Version_120 || m_version == Version_100_ES) && binaryExpression->binaryOp == HLSLBinaryOp_Mod) {
m_writer.Write("(int(mod(");
OutputExpression(binaryExpression->expression1, dstType1);
m_writer.Write(",");
OutputExpression(binaryExpression->expression2, dstType2);
m_writer.Write(")))");
} else {
m_writer.Write("(");
OutputExpression(binaryExpression->expression1, dstType1);
m_writer.Write("%s", op);
OutputExpression(binaryExpression->expression2, dstType2);
m_writer.Write(")");
}
}
}
else if (expression->nodeType == HLSLNodeType_ConditionalExpression)
@ -997,6 +1021,10 @@ void GLSLGenerator::OutputIdentifier(const char* name)
{
name = "dFdy";
}
else if (String_Equal(name, "modf"))
{
name = m_modfFunction;
}
else
{
// The identifier could be a GLSL reserved word (if it's not also a HLSL reserved word).
@ -1958,7 +1986,7 @@ void GLSLGenerator::OutputDeclarationBody( const HLSLType& type, const char* nam
void GLSLGenerator::OutputCast(const HLSLType& type)
{
if (m_version == Version_110 && type.baseType == HLSLBaseType_Float3x3)
if ((m_version == Version_110 || m_version == Version_120) && type.baseType == HLSLBaseType_Float3x3)
m_writer.Write("%s", m_matrixCtorFunction);
else
OutputDeclaration(type, "");

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@ -29,6 +29,7 @@ public:
enum Version
{
Version_110, // OpenGL 2.0
Version_120, // OpenGL 2.1
Version_140, // OpenGL 3.1
Version_150, // OpenGL 3.2
Version_330, // OpenGL 3.3
@ -156,6 +157,7 @@ private:
char m_scalarSwizzle4Function[64];
char m_sinCosFunction[64];
char m_bvecTernary[ 64 ];
char m_modfFunction[64];
bool m_error;

View File

@ -3,6 +3,7 @@ ${my_CFLAGS} \
-include $(top_builddir)/config.h \
-DSYSCONFDIR=\""$(sysconfdir)"\" \
-I${top_srcdir}/src/libprojectM \
-I$(top_srcdir)/src/libprojectM/Renderer/hlslparser/src \
-I${top_srcdir}/src/libprojectM/Renderer \
${SDL_CFLAGS}

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@ -32,6 +32,7 @@
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Renderer/ShaderEngine.hpp"
#include "Renderer/StaticGlShaders.h"
void projectMSDL::audioInputCallbackF32(void *userdata, unsigned char *stream, int len) {
@ -591,7 +592,9 @@ void projectMSDL::init(SDL_Window *window, SDL_GLContext *_glCtx, const bool _re
// are we rendering to a texture?
renderToTexture = _renderToTexture;
if (renderToTexture) {
programID = ShaderEngine::CompileShaderProgram(ShaderEngine::v2f_c4f_t2f_vert, ShaderEngine::v2f_c4f_t2f_frag, "v2f_c4f_t2f");
programID = ShaderEngine::CompileShaderProgram(
StaticGlShaders::Get()->GetV2fC4fT2fVertexShader(),
StaticGlShaders::Get()->GetV2fC4fT2fFragmentShader(), "v2f_c4f_t2f");
textureID = projectM::initRenderToTexture();
float points[16] = {

View File

@ -304,8 +304,8 @@ srand((int)(time(NULL)));
#else
// Disabling compatibility profile
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#endif