Files
projectm/src/libprojectM/Renderer/ShaderEngine.cpp
2018-06-12 21:45:32 +02:00

893 lines
32 KiB
C++

/*
* ShaderEngine.cpp
*
* Created on: Jul 18, 2008
* Author: pete
*/
#include <fstream>
#include "PerlinNoise.hpp"
#include "ShaderEngine.hpp"
#include "BeatDetect.hpp"
#include "HLSLTranslator.hpp"
#define GLSL_VERSION "410"
std::string presetVertexShader(
"#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"
"out vec2 frag_TEXCOORD0;\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"
" frag_TEXCOORD0 = vec2(0,0);\n" // FIXME: what should this be?
"}\n");
std::string 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");
std::string 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");
std::string 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");
std::string 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");
GLint ShaderEngine::UNIFORM_V2F_C4F_VERTEX_TRANFORMATION = 0;
GLint ShaderEngine::UNIFORM_V2F_C4F_VERTEX_POINT_SIZE = 0;
GLint ShaderEngine::UNIFORM_V2F_C4F_T2F_VERTEX_TRANFORMATION = 0;
GLint ShaderEngine::UNIFORM_V2F_C4F_T2F_FRAG_TEXTURE_SAMPLER = 0;
ShaderEngine::ShaderEngine() : presetCompShaderLoaded(false), presetWarpShaderLoaded(false)
{
GLuint m_temp_vao;
glGenVertexArrays(1, &m_temp_vao);
glBindVertexArray(m_temp_vao);
programID_v2f_c4f = CompileShaderProgram(v2f_c4f_vert, v2f_c4f_frag);
programID_v2f_c4f_t2f = CompileShaderProgram(v2f_c4f_t2f_vert, v2f_c4f_t2f_frag);
UNIFORM_V2F_C4F_VERTEX_TRANFORMATION = glGetUniformLocation(programID_v2f_c4f, "vertex_transformation");
UNIFORM_V2F_C4F_VERTEX_POINT_SIZE = glGetUniformLocation(programID_v2f_c4f, "vertex_point_size");
UNIFORM_V2F_C4F_T2F_VERTEX_TRANFORMATION = glGetUniformLocation(programID_v2f_c4f_t2f, "vertex_transformation");
UNIFORM_V2F_C4F_T2F_FRAG_TEXTURE_SAMPLER = glGetUniformLocation(programID_v2f_c4f_t2f, "texture_sampler");
std::string line;
std::ifstream myfile(DATADIR_PATH "/shaders/projectM.cg");
if (myfile.is_open())
{
while (!myfile.eof())
{
std::getline(myfile, line);
shaderTemplate.append(line + "\n");
}
myfile.close();
}
else
std::cout << "Unable to load shader template \"" << DATADIR_PATH << "/shaders/projectM.cg\"" << std::endl;
std::ifstream myfile2(DATADIR_PATH "/shaders/blur.cg");
if (myfile2.is_open())
{
while (!myfile2.eof())
{
std::getline(myfile2, line);
blurProgram.append(line + "\n");
}
myfile2.close();
}
else
std::cout << "Unable to load blur template" << std::endl;
/* TODO compile blur programs: needed for RenderBlurTextures
* why 2 blur programs loaded for only one effectively used ???????
*
blur1Program = cgCreateProgram(myCgContext, CG_SOURCE, blurProgram.c_str(), myCgProfile, "blur1", NULL);
std::string blur1Filename = "blur1";
checkForCgCompileError(blur1Filename, "creating blur1 program");
if (blur1Program == NULL)
exit(1);
cgGLLoadProgram(blur1Program);
checkForCgError("loading blur1 program");
blur2Program = cgCreateProgram(myCgContext, CG_SOURCE, blurProgram.c_str(), myCgProfile, "blurVert", NULL);
*/
}
ShaderEngine::~ShaderEngine()
{
glDeleteProgram(programID_v2f_c4f);
glDeleteProgram(programID_v2f_c4f_t2f);
disablePresetShaders();
}
bool ShaderEngine::checkCompileStatus(GLuint shader, const char *shaderTitle) {
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE)
return true; // success
int InfoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(shader, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
std::cerr << "Failed to compile shader '" << shaderTitle << "'. Error: " << &FragmentShaderErrorMessage[0] << std::endl;
}
return false;
}
void ShaderEngine::setParams(const int texsize, const unsigned int texId, const float aspect, BeatDetect *beatDetect,
TextureManager *textureManager)
{
mainTextureId = texId;
this->beatDetect = beatDetect;
this->textureManager = textureManager;
this->aspect = aspect;
this->texsize = texsize;
textureManager->setTexture("main", texId, texsize, texsize);
#ifndef GL_TRANSITION
glGenTextures(1, &blur1_tex);
glBindTexture(GL_TEXTURE_2D, blur1_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize/2, texsize/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenTextures(1, &blur2_tex);
glBindTexture(GL_TEXTURE_2D, blur2_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize / 4, texsize / 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenTextures(1, &blur3_tex);
glBindTexture(GL_TEXTURE_2D, blur3_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize / 8, texsize / 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
#endif
blur1_enabled = false;
blur2_enabled = false;
blur3_enabled = false;
//std::cout << "Generating Noise Textures" << std::endl;
PerlinNoise noise;
#ifndef GL_TRANSITION
glGenTextures(1, &noise_texture_lq_lite);
glBindTexture(GL_TEXTURE_2D, noise_texture_lq_lite);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_lq_lite);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_lq_lite", noise_texture_lq_lite, 32, 32);
glGenTextures(1, &noise_texture_lq);
glBindTexture(GL_TEXTURE_2D, noise_texture_lq);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_lq);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_lq", noise_texture_lq, 256, 256);
glGenTextures(1, &noise_texture_mq);
glBindTexture(GL_TEXTURE_2D, noise_texture_mq);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_mq);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_mq", noise_texture_mq, 256, 256);
glGenTextures(1, &noise_texture_hq);
glBindTexture(GL_TEXTURE_2D, noise_texture_hq);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 256, 256, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_hq);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_hq", noise_texture_hq, 256, 256);
glGenTextures(1, &noise_texture_perlin);
glBindTexture(GL_TEXTURE_2D, noise_texture_perlin);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_LUMINANCE, GL_FLOAT, noise.noise_perlin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noise_perlin", noise_texture_perlin, 512, 512);
glGenTextures( 1, &noise_texture_lq_vol );
glBindTexture( GL_TEXTURE_3D, noise_texture_lq_vol );
glTexImage3D(GL_TEXTURE_3D,0,4,32,32,32,0,GL_LUMINANCE,GL_FLOAT,noise.noise_lq_vol);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noisevol_lq", noise_texture_lq_vol, 256, 256);
glGenTextures( 1, &noise_texture_hq_vol );
glBindTexture( GL_TEXTURE_3D, noise_texture_hq_vol );
glTexImage3D(GL_TEXTURE_3D,0,4,32,32,32,0,GL_LUMINANCE,GL_FLOAT,noise.noise_hq_vol);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
textureManager->setTexture("noisevol_hq", noise_texture_hq_vol, 8, 8);
#endif
}
// compile a user-defined shader from a preset. returns program ID if successful.
GLuint ShaderEngine::compilePresetShader(GLenum shaderType, Shader &pmShader, std::string &shaderFilename) {
std::string program = pmShader.programSource;
if (program.length() <= 0)
return GL_FALSE;
// replace "}" with return statement (this can probably be optimized for the GLSL conversion...)
size_t found = program.rfind('}');
if (found != std::string::npos)
{
//std::cout << "last '}' found at: " << int(found) << std::endl;
program.replace(int(found), 1, "OUT.color.xyz=ret.xyz;\nOUT.color.w=1;\nreturn OUT;\n}");
}
else
return GL_FALSE;
// replace "{" with some variable declarations
found = program.rfind('{');
if (found != std::string::npos)
{
//std::cout << "first '{' found at: " << int(found) << std::endl;
// Cg-era code: program.replace(int(found), 1, "{\nfloat rad=getrad;\nfloat ang=getang;\n");
const char *progMain = \
"{\n"
"float2 uv_orig = uv;\n"
"float rad=getrad(uv);\n"
"float ang=getang(uv);\n"
"float3 ret;\n"
"outtype OUT;\n";
program.replace(int(found), 1, progMain);
}
else
return GL_FALSE;
// replace shader_body with entry point function
found = program.find("shader_body");
if (found != std::string::npos)
{
//std::cout << "first 'shader_body' found at: " << int(found) << std::endl;
program.replace(int(found), 11, "outtype projectm(float2 uv : TEXCOORD0)\n");
}
else
return GL_FALSE;
pmShader.textures.clear();
// set up texture samplers for all samplers references in the shader program
found = 0;
found = program.find("sampler_", found);
while (found != std::string::npos)
{
found += 8;
size_t end = program.find_first_of(" ;,\n\r)", found);
if (end != std::string::npos)
{
std::string sampler = program.substr((int) found, (int) end - found);
UserTexture* texture = new UserTexture(sampler);
texture->texID = textureManager->getTexture(texture->name);
if (texture->texID != 0)
{
texture->width = textureManager->getTextureWidth(texture->name);
texture->height = textureManager->getTextureHeight(texture->name);
}
else
{
if (sampler.substr(0, 4) == "rand")
{
std::string random_name = textureManager->getRandomTextureName(texture->name);
if (random_name.size() > 0)
{
texture->texID = textureManager->getTexture(random_name);
texture->width = textureManager->getTextureWidth(random_name);
texture->height = textureManager->getTextureHeight(random_name);
}
}
else
{
std::string extensions[6];
extensions[0] = ".jpg";
extensions[1] = ".dds";
extensions[2] = ".png";
extensions[3] = ".tga";
extensions[4] = ".bmp";
extensions[5] = ".dib";
for (int x = 0; x < 6; x++)
{
std::string filename = texture->name + extensions[x];
texture->texID = textureManager->getTexture(filename);
if (texture->texID != 0)
{
texture->width = textureManager->getTextureWidth(filename);
texture->height = textureManager->getTextureHeight(filename);
break;
}
}
}
}
if (texture->texID != 0 && pmShader.textures.find(texture->qname) == pmShader.textures.end())
pmShader.textures[texture->qname] = texture;
else
delete (texture);
}
found = program.find("sampler_", found);
}
textureManager->clearRandomTextures();
// add texture size vars
found = 0;
found = program.find("texsize_", found);
while (found != std::string::npos)
{
found += 8;
size_t end = program.find_first_of(" ;.,\n\r)", found);
if (end != std::string::npos)
{
std::string tex = program.substr((int) found, (int) end - found);
if (pmShader.textures.find(tex) != pmShader.textures.end())
{
UserTexture* texture = pmShader.textures[tex];
texture->texsizeDefined = true;
//std::cout << "texsize_" << tex << " found" << std::endl;
}
}
found = program.find("texsize_", found);
}
// blur programs
found = program.find("GetBlur3");
if (found != std::string::npos)
blur1_enabled = blur2_enabled = blur3_enabled = true;
else
{
found = program.find("GetBlur2");
if (found != std::string::npos)
blur1_enabled = blur2_enabled = true;
else
{
found = program.find("GetBlur1");
if (found != std::string::npos)
blur1_enabled = true;
}
}
std::string fullShader;
fullShader.append(shaderTemplate);
fullShader.append(program);
// now we need to prepend the HLSL template to the program
// transpile from HLSL (aka preset shader aka directX shader) to GLSL (aka OpenGL shader lang)
HLSLTranslator translator = HLSLTranslator();
std::unique_ptr<std::string> glslSource = translator.parse(shaderType, shaderFilename.c_str(), fullShader);
if (!glslSource) {
std::cerr << "Failed to parse shader from " << shaderFilename << std::endl;
std::cerr << "Original program: " << fullShader << std::endl;
return GL_FALSE;
}
GLuint m_temp_vao;
glGenVertexArrays(1, &m_temp_vao);
glBindVertexArray(m_temp_vao);
// 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
return CompileShaderProgram(presetVertexShader, *glslSource.get()); // returns new program
}
void ShaderEngine::SetupShaderVariables(GLuint program, const Pipeline &pipeline, const PipelineContext &context)
{
// pass info from projectM to the shader uniforms
// these are the inputs: http://www.geisswerks.com/milkdrop/milkdrop_preset_authoring.html#3f6
GLfloat slow_roam_cos[4] = { 0.5f + 0.5f * (float)cos(context.time * 0.005), 0.5f + 0.5f * (float)cos(context.time * 0.008), 0.5f + 0.5f * (float)cos(context.time * 0.013), 0.5f + 0.5f * (float)cos(context.time * 0.022) };
GLfloat roam_cos[4] = { 0.5f + 0.5f * cosf(context.time * 0.3), 0.5f + 0.5f * cosf(context.time * 1.3), 0.5f + 0.5f * cosf(context.time * 5), 0.5f + 0.5f * cosf(context.time * 20) };
GLfloat slow_roam_sin[4] = { 0.5f + 0.5f * sinf(context.time * 0.005), 0.5f + 0.5f * sinf(context.time * 0.008), 0.5f + 0.5f * sinf(context.time * 0.013), 0.5f + 0.5f * sinf(context.time * 0.022) };
GLfloat roam_sin[4] = { 0.5f + 0.5f * sinf(context.time * 0.3), 0.5f + 0.5f * sinf(context.time * 1.3), 0.5f + 0.5f * sinf(context.time * 5), 0.5f + 0.5f * sinf(context.time * 20) };
glProgramUniform4fv(program, glGetUniformLocation(program, "slow_roam_cos"), 4, slow_roam_cos);
glProgramUniform4fv(program, glGetUniformLocation(program, "roam_cos"), 4, roam_cos);
glProgramUniform4fv(program, glGetUniformLocation(program, "slow_roam_sin"), 4, slow_roam_sin);
glProgramUniform4fv(program, glGetUniformLocation(program, "roam_sin"), 4, roam_sin);
glProgramUniform1f(program, glGetUniformLocation(program, "time"), context.time);
glProgramUniform4f(program, glGetUniformLocation(program, "rand_preset"), rand_preset[0], rand_preset[1], rand_preset[2], rand_preset[3]);
glProgramUniform4f(program, glGetUniformLocation(program, "rand_frame"), (rand() % 100) * .01, (rand() % 100) * .01, (rand()% 100) * .01, (rand() % 100) * .01);
glProgramUniform1f(program, glGetUniformLocation(program, "fps"), context.fps);
glProgramUniform1f(program, glGetUniformLocation(program, "frame"), context.frame);
glProgramUniform1f(program, glGetUniformLocation(program, "progress"), context.progress);
glProgramUniform1f(program, glGetUniformLocation(program, "blur1_min"), pipeline.blur1n);
glProgramUniform1f(program, glGetUniformLocation(program, "blur1_max"), pipeline.blur1x);
glProgramUniform1f(program, glGetUniformLocation(program, "blur2_min"), pipeline.blur2n);
glProgramUniform1f(program, glGetUniformLocation(program, "blur2_max"), pipeline.blur2x);
glProgramUniform1f(program, glGetUniformLocation(program, "blur3_min"), pipeline.blur3n);
glProgramUniform1f(program, glGetUniformLocation(program, "blur3_max"), pipeline.blur3x);
glProgramUniform1f(program, glGetUniformLocation(program, "bass"), beatDetect->bass);
glProgramUniform1f(program, glGetUniformLocation(program, "mid"), beatDetect->mid);
glProgramUniform1f(program, glGetUniformLocation(program, "treb"), beatDetect->treb);
glProgramUniform1f(program, glGetUniformLocation(program, "bass_att"), beatDetect->bass_att);
glProgramUniform1f(program, glGetUniformLocation(program, "mid_att"), beatDetect->mid_att);
glProgramUniform1f(program, glGetUniformLocation(program, "treb_att"), beatDetect->treb_att);
glProgramUniform1f(program, glGetUniformLocation(program, "vol"), beatDetect->vol);
glProgramUniform1f(program, glGetUniformLocation(program, "vol_att"), beatDetect->vol);
glProgramUniform4f(program, glGetUniformLocation(program, "texsize"), texsize, texsize, 1 / (float) texsize, 1
/ (float) texsize);
glProgramUniform4f(program, glGetUniformLocation(program, "aspect"), 1 / aspect, 1, aspect, 1);
/*
if (blur1_enabled)
{
cgGLSetTextureParameter(program, glGetUniformLocation(program, "sampler_blur1"), blur1_tex);
cgGLEnableTextureParameter(program, glGetUniformLocation(program, "sampler_blur1"));
}
if (blur2_enabled)
{
cgGLSetTextureParameter(glGetUniformLocation(program, "sampler_blur2"), blur2_tex);
cgGLEnableTextureParameter(glGetUniformLocation(program, "sampler_blur2"));
}
if (blur3_enabled)
{
cgGLSetTextureParameter(glGetUniformLocation(program, "sampler_blur3"), blur3_tex);
cgGLEnableTextureParameter(glGetUniformLocation(program, "sampler_blur3"));
}
*/
}
void ShaderEngine::setupUserTexture(GLuint program, const UserTexture* texture)
{
std::string samplerName = "sampler_" + texture->qname;
// FIXME: check if each texture binding will overwrite previous one
// https://www.khronos.org/opengl/wiki/Sampler_(GLSL)#Binding_textures_to_samplers
GLint param = glGetUniformLocation(program, samplerName.c_str());
if (param < 0) {
// FIXME: turn this on and fix it.
// i think sampler names are carrying over from previous shaders...
// std::cerr << "invalid uniform name " << samplerName << std::endl;
return;
}
glUniform1i(param, 0);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, texture->texID);
if (texture->texsizeDefined)
{
std::string texsizeName = "texsize_" + texture->name;
GLint textSizeParam = glGetUniformLocation(program, texsizeName.c_str());
if (param >= 0) {
glProgramUniform4f(program, textSizeParam, texture->width, texture->height,
1 / (float) texture->width, 1 / (float) texture->height);
} else {
std::cerr << "invalid texsizeName " << texsizeName << std::endl;
return;
}
}
}
void ShaderEngine::setupUserTextureState(GLuint program, const UserTexture* texture)
{
glBindTexture(GL_TEXTURE_2D, texture->texID);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, texture->bilinear ? GL_LINEAR : GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture->bilinear ? GL_LINEAR : GL_NEAREST);
#ifndef GL_TRANSITION
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, texture->wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, texture->wrap ? GL_REPEAT : GL_CLAMP_TO_EDGE);
#endif
}
void ShaderEngine::SetupShaderQVariables(GLuint program, const Pipeline &q)
{
// static shader code: q[1-32] are copies of _q[a-h] float4
//#define q1 _qa.x
//#define q2 _qa.y
//#define q3 _qa.z
//#define q4 _qa.w
// FIXME: to validate
// set program uniform "_q[a-h]" values (_qa.x, _qa.y, _qa.z, _qa.w, _qb.x, _qb.y ... )
for (int i=0; i < 32; i+=4) {
std::string varName = "q";
varName.push_back('a' + i/4);
int loc = glGetUniformLocation(program, varName.c_str());
glProgramUniform4f(program, loc, q.q[i], q.q[i+1], q.q[i+2], q.q[i+3]);
}
}
void ShaderEngine::setAspect(float aspect)
{
this->aspect = aspect;
}
void ShaderEngine::RenderBlurTextures(const Pipeline &pipeline, const PipelineContext &pipelineContext, const int texsize)
{
#ifndef GL_TRANSITION
if (blur1_enabled || blur2_enabled || blur3_enabled)
{
glUseProgram(programID_blur);
glProgramUniform4f(programID_blur, glGetUniformLocation(programID_blur, "srctexsize"), texsize/2, texsize/2, 2 / (float) texsize,
2 / (float) texsize);
float tex[4][2] =
{
{ 0, 1 },
{ 0, 0 },
{ 1, 0 },
{ 1, 1 } };
glBlendFunc(GL_ONE, GL_ZERO);
glColor4f(1.0, 1.0, 1.0, 1.0f);
glBindTexture(GL_TEXTURE_2D, mainTextureId);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, tex);
if (blur1_enabled)
{
float pointsold[4][2] =
{
{ 0, 1 },
{ 0, 0 },
{ 1, 0 },
{ 1, 1 } };
float points[4][2] =
{
{ 0, 0.5 },
{ 0, 0 },
{ 0.5, 0 },
{ 0.5, 0.5 } };
glVertexPointer(2, GL_FLOAT, 0, points);
glBlendFunc(GL_ONE,GL_ZERO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindTexture(GL_TEXTURE_2D, blur1_tex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize/2, texsize/2);
}
if (blur2_enabled)
{
float points[4][2] =
{
{ 0, 0.25 },
{ 0, 0 },
{ 0.25, 0 },
{ 0.25, 0.25 } };
glVertexPointer(2, GL_FLOAT, 0, points);
glBlendFunc(GL_ONE,GL_ZERO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindTexture(GL_TEXTURE_2D, blur2_tex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize/4, texsize/4);
}
if (blur3_enabled)
{
glProgramUniform4f(programID_blur, glGetUniformLocation(programID_blur, "srctexsize"), texsize/4, texsize/4, 4 / (float) texsize,
4/ (float) texsize);
float points[4][2] =
{
{ 0, 0.125 },
{ 0, 0 },
{ 0.125, 0 },
{ 0.125, 0.125 } };
glVertexPointer(2, GL_FLOAT, 0, points);
glBlendFunc(GL_ONE,GL_ZERO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindTexture(GL_TEXTURE_2D, blur3_tex);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texsize/8, texsize/8);
}
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#endif
}
void ShaderEngine::linkProgram(GLuint programID) {
glLinkProgram(programID);
GLint program_linked;
glGetProgramiv(programID, GL_LINK_STATUS, &program_linked);
if (program_linked == GL_TRUE) {
return; // success
}
int InfoLogLength;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(programID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
std::cerr << "Failed to link program: " << &ProgramErrorMessage[0] << std::endl;
}
}
#pragma mark Preset Shaders
void ShaderEngine::loadPresetShaders(Pipeline &pipeline) {
// compile and link warp and composite shaders from pipeline
programID_presetWarp = loadPresetShader(pipeline.warpShader, pipeline.warpShaderFilename);
programID_presetComp = loadPresetShader(pipeline.compositeShader, pipeline.compositeShaderFilename);
if (programID_presetComp != GL_FALSE)
presetCompShaderLoaded = true;
if (programID_presetWarp != GL_FALSE)
presetWarpShaderLoaded = true;
std::cout << "Preset composite shader active: " << presetCompShaderLoaded << ", preset warp shader active: " << presetWarpShaderLoaded << std::endl;
}
GLuint ShaderEngine::loadPresetShader(Shader &presetShader, std::string &shaderFilename) {
// i think they're always fragment shaders? not positive -mischa
GLuint program = compilePresetShader(GL_FRAGMENT_SHADER, presetShader, shaderFilename);
if (program == GL_FALSE) {
// failed to compile
return GL_FALSE;
}
// printf("linked shader %s\n", presetShader.presetPath.c_str());
// pass texture info from preset to shader
for (auto &userTexture : presetShader.textures) {
setupUserTextureState(program, userTexture.second);
setupUserTexture(program, userTexture.second);
}
return program;
}
// deactivate preset shaders
void ShaderEngine::disablePresetShaders() {
if (presetCompShaderLoaded)
glDeleteProgram(programID_presetComp);
if (presetWarpShaderLoaded)
glDeleteProgram(programID_presetWarp);
presetCompShaderLoaded = false;
presetWarpShaderLoaded = false;
}
void ShaderEngine::reset()
{
disablePresetShaders();
rand_preset[0] = (rand() % 100) * .01;
rand_preset[1] = (rand() % 100) * .01;
rand_preset[2] = (rand() % 100) * .01;
rand_preset[3] = (rand() % 100) * .01;
}
GLuint ShaderEngine::CompileShaderProgram(const std::string & VertexShaderCode, const std::string & FragmentShaderCode){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
checkCompileStatus(VertexShaderID, "built-in vertex shader");
// Compile Fragment Shader
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
checkCompileStatus(FragmentShaderID, "built-in fragment shader");
// Link the program
GLuint programID = glCreateProgram();
glAttachShader(programID, VertexShaderID);
glAttachShader(programID, FragmentShaderID);
linkProgram(programID);
glValidateProgram(programID);
// Check the program
glGetProgramiv(programID, GL_VALIDATE_STATUS, &Result);
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(programID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stderr, "%s\n", &ProgramErrorMessage[0]);
}
glDetachShader(programID, VertexShaderID);
glDetachShader(programID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return programID;
}
// use the appropriate shader program for rendering the interpolation.
// it will use the preset shader if available, otherwise the textured shader
void ShaderEngine::enableInterpolationShader(Shader &shader, const Pipeline &pipeline, const PipelineContext &pipelineContext) {
if (presetWarpShaderLoaded && PRESET_SHADERS_ENABLED) {
glUseProgram(programID_presetWarp);
for (std::map<std::string, UserTexture*>::const_iterator pos = shader.textures.begin(); pos != shader.textures.end(); ++pos)
setupUserTextureState(programID_presetWarp, pos->second);
for (std::map<std::string, UserTexture*>::const_iterator pos = shader.textures.begin(); pos
!= shader.textures.end(); ++pos)
setupUserTexture(programID_presetWarp, pos->second);
SetupShaderVariables(programID_presetWarp, pipeline, pipelineContext);
SetupShaderQVariables(programID_presetWarp, pipeline);
} else {
glUseProgram(programID_v2f_c4f_t2f);
}
}
void ShaderEngine::enableCompositeShader(Shader &shader, const Pipeline &pipeline, const PipelineContext &pipelineContext) {
if (presetCompShaderLoaded && PRESET_SHADERS_ENABLED) {
glUseProgram(programID_presetComp);
for (std::map<std::string, UserTexture*>::const_iterator pos = shader.textures.begin(); pos != shader.textures.end(); ++pos)
setupUserTextureState(programID_presetComp, pos->second);
for (std::map<std::string, UserTexture*>::const_iterator pos = shader.textures.begin(); pos
!= shader.textures.end(); ++pos)
setupUserTexture(programID_presetWarp, pos->second);
SetupShaderVariables(programID_presetWarp, pipeline, pipelineContext);
SetupShaderQVariables(programID_presetWarp, pipeline);
} else {
glUseProgram(programID_v2f_c4f_t2f);
}
}