#include #include "CPass.h" #include "WallpaperEngine/Render/CFBO.h" #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariable.h" #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableFloat.h" #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableInteger.h" #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector2.h" #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector3.h" #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector4.h" #include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstant.h" #include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantFloat.h" #include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantInteger.h" #include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantVector4.h" using namespace WallpaperEngine::Core::Objects::Effects::Constants; using namespace WallpaperEngine::Render::Shaders::Variables; using namespace WallpaperEngine::Render::Objects::Effects; extern float g_Time; CPass::CPass (CMaterial* material, Core::Objects::Images::Materials::CPass* pass) : m_material (material), m_pass (pass) { this->setupTextures (); this->setupShaders (); this->setupShaderVariables (); } ITexture* CPass::resolveTexture (ITexture* expected, int index, ITexture* previous) { if (expected == nullptr) { auto it = this->m_fbos.find (index); if (it != this->m_fbos.end ()) expected = (*it).second; } // first check in the binds and replace it if necessary auto it = this->m_material->getMaterial ()->getTextureBinds ().find (index); if (it == this->m_material->getMaterial ()->getTextureBinds ().end ()) return expected; // a bind named "previous" is just another way of telling it to use whatever texture there was already if ((*it).second->getName () == "previous") if (previous == nullptr) return expected; else return previous; // the bind actually has a name, search the FBO in the effect and return it auto fbo = this->m_material->m_effect->findFBO ((*it).second->getName ()); if (fbo == nullptr) return nullptr; return fbo; } void CPass::render (CFBO* drawTo, ITexture* input, GLuint position, GLuint texcoord, glm::mat4 projection) { // set the framebuffer we're drawing to glBindFramebuffer (GL_FRAMEBUFFER, drawTo->getFramebuffer ()); // set proper viewport based on what we're drawing to glViewport (0, 0, drawTo->getRealWidth (), drawTo->getRealHeight ()); if (drawTo != this->m_material->getImage ()->getScene ()->getFBO()) glClear (GL_COLOR_BUFFER_BIT); // set texture blending if (this->m_pass->getBlendingMode () == "translucent") { glEnable (GL_BLEND); glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if (this->m_pass->getBlendingMode () == "additive") { glEnable (GL_BLEND); glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE); } else if (this->m_pass->getBlendingMode () == "normal") { glEnable (GL_BLEND); glBlendFuncSeparate (GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); } else { glDisable (GL_BLEND); } // set depth testing if (this->m_pass->getDepthTest () == "disabled") { glDisable (GL_DEPTH_TEST); } else { glEnable (GL_DEPTH_TEST); } if (this->m_pass->getCullingMode () == "nocull") { glDisable (GL_CULL_FACE); } else { glEnable (GL_CULL_FACE); } if (this->m_pass->getDepthWrite () == "disabled") { glDepthMask (false); } else { glDepthMask (true); } // update variables used in the render process (like g_ModelViewProjectionMatrix) this->m_modelViewProjectionMatrix = projection; // update a_TexCoord and a_Position based on what to draw to // this should not be required once we do some prediction on rendering things // but for now should be enough this->a_TexCoord = texcoord; this->a_Position = position; // use the shader we have registered glUseProgram (this->m_programID); ITexture* texture = this->resolveTexture (input, 0, input); uint32_t currentTexture = 0; glm::vec2 translation = {0.0f, 0.0f}; glm::vec4 rotation = {0.0f, 0.0f, 0.0f, 0.0f}; if (texture->isAnimated () == true) { // calculate current texture and frame double currentRenderTime = fmod (static_cast (g_Time), this->m_material->getImage ()->getAnimationTime ()); // find the right frame now auto frameCur = texture->getFrames ().begin (); auto frameEnd = texture->getFrames ().end (); for (; frameCur != frameEnd; frameCur ++) { currentRenderTime -= (*frameCur)->frametime; if (currentRenderTime <= 0.0f) { // frame found, store coordinates and done currentTexture = (*frameCur)->frameNumber; translation.x = (*frameCur)->x / texture->getTextureWidth (currentTexture); translation.y = (*frameCur)->y / texture->getTextureHeight (currentTexture); rotation.x = (*frameCur)->width1 / static_cast (texture->getTextureWidth (currentTexture)); rotation.y = (*frameCur)->width2 / static_cast (texture->getTextureWidth(currentTexture)); rotation.z = (*frameCur)->height2 / static_cast (texture->getTextureHeight (currentTexture)); rotation.w = (*frameCur)->height1 / static_cast (texture->getTextureHeight (currentTexture)); break; } } } glActiveTexture (GL_TEXTURE0); glBindTexture (GL_TEXTURE_2D, texture->getTextureID (currentTexture)); int lastTextureIndex = 0; // first bind the textures to their sampler place { // set texture slots for the shader auto cur = this->m_textures.begin (); auto end = this->m_textures.end (); for (int index = 1; cur != end; cur ++, index ++) { texture = this->resolveTexture ((*cur), index, input); glActiveTexture (GL_TEXTURE0 + index); glBindTexture (GL_TEXTURE_2D, texture->getTextureID (0)); // increase the number of textures counter lastTextureIndex ++; } } { // load the extra textures needed (if any) from the shader auto cur = this->m_fragShader->getTextures ().begin (); auto end = this->m_fragShader->getTextures ().end (); for (; cur != end; cur ++) { if ((*cur).first <= lastTextureIndex) continue; texture = this->resolveTexture ((*cur).second, (*cur).first, input); if (texture == nullptr) continue; // set the active texture index glActiveTexture (GL_TEXTURE0 + (*cur).first); // bind the correct texture here glBindTexture(GL_TEXTURE_2D, texture->getTextureID (0)); } } { // load the extra textures needed (if any) from the shader auto cur = this->m_vertShader->getTextures ().begin (); auto end = this->m_vertShader->getTextures ().end (); for (; cur != end; cur ++) { if ((*cur).first <= lastTextureIndex) continue; texture = this->resolveTexture ((*cur).second, (*cur).first, input); if (texture == nullptr) continue; // set the active texture index glActiveTexture (GL_TEXTURE0 + (*cur).first); // bind the correct texture here glBindTexture(GL_TEXTURE_2D, texture->getTextureID (0)); } } // add uniforms { auto cur = this->m_uniforms.begin (); auto end = this->m_uniforms.end (); for (; cur != end; cur ++) { UniformEntry* entry = (*cur).second; switch (entry->type) { case Double: glUniform1d (entry->id, *reinterpret_cast (entry->value)); break; case Float: glUniform1f (entry->id, *reinterpret_cast (entry->value)); break; case Integer: glUniform1i (entry->id, *reinterpret_cast (entry->value)); break; case Vector4: glUniform4fv (entry->id, 1, glm::value_ptr (*reinterpret_cast (entry->value))); break; case Vector3: glUniform3fv (entry->id, 1, glm::value_ptr (*reinterpret_cast (entry->value))); break; case Vector2: glUniform2fv (entry->id, 1, glm::value_ptr (*reinterpret_cast (entry->value))); break; case Matrix4: glUniformMatrix4fv (entry->id, 1, GL_FALSE, glm::value_ptr (*reinterpret_cast (entry->value))); break; } } } if (this->g_Texture0Rotation != -1) { // used in animations when one of the frames is vertical instead of horizontal // rotation with translation = origin and end of the image to display glUniform4f (this->g_Texture0Rotation, rotation.x, rotation.y, rotation.z, rotation.w); } if (this->g_Texture0Translation != -1) { // this actually picks the origin point of the image from the atlast glUniform2f (this->g_Texture0Translation, translation.x, translation.y); } { auto cur = this->m_attribs.begin (); auto end = this->m_attribs.end (); for (; cur != end; cur ++) { glEnableVertexAttribArray ((*cur)->id); glBindBuffer (GL_ARRAY_BUFFER, *(*cur)->value); glVertexAttribPointer ((*cur)->id, (*cur)->elements, (*cur)->type, GL_FALSE, 0, nullptr); } } // start actual rendering now glBindBuffer (GL_ARRAY_BUFFER, position); glDrawArrays (GL_TRIANGLES, 0, 6); // disable vertex attribs array { auto cur = this->m_attribs.begin (); auto end = this->m_attribs.end (); for (; cur != end; cur ++) glDisableVertexAttribArray ((*cur)->id); } } GLuint CPass::compileShader (Render::Shaders::Compiler* shader, GLuint type) { // reserve shaders in OpenGL GLuint shaderID = glCreateShader (type); // give shader's source code to OpenGL to be compiled const char* sourcePointer = shader->getCompiled ().c_str (); glShaderSource (shaderID, 1, &sourcePointer, nullptr); glCompileShader (shaderID); GLint result = GL_FALSE; int infoLogLength = 0; // ensure the vertex shader was correctly compiled glGetShaderiv (shaderID, GL_COMPILE_STATUS, &result); glGetShaderiv (shaderID, GL_INFO_LOG_LENGTH, &infoLogLength); if (infoLogLength > 0) { char* logBuffer = new char [infoLogLength + 1]; // ensure logBuffer ends with a \0 memset (logBuffer, 0, infoLogLength + 1); // get information about the error glGetShaderInfoLog (shaderID, infoLogLength, nullptr, logBuffer); // throw an exception about the issue std::stringstream buffer; buffer << logBuffer << std::endl << "Compiled source code:" << std::endl << shader->getCompiled (); // free the buffer delete[] logBuffer; // throw an exception throw std::runtime_error (buffer.str()); } return shaderID; } void CPass::setupShaders () { // ensure the constants are defined const ITexture* texture0 = this->m_material->getImage ()->getTexture (); // TODO: THE VALUES ARE THE SAME AS THE ENUMERATION, SO MAYBE IT HAS TO BE SPECIFIED FOR THE TEXTURE 0 OF ALL ELEMENTS? if (texture0 != nullptr) { if (texture0->getFormat () == ITexture::TextureFormat::RG88) { this->m_pass->insertCombo ("TEX0FORMAT", 8); } else if (texture0->getFormat () == ITexture::TextureFormat::R8) { this->m_pass->insertCombo ("TEX0FORMAT", 9); } } // prepare the shaders this->m_fragShader = new Render::Shaders::Compiler ( this->m_material->getImage ()->getContainer (), this->m_pass->getShader (), Shaders::Compiler::Type_Pixel, this->m_pass->getCombos (), this->m_pass->getConstants () ); this->m_fragShader->precompile (); this->m_vertShader = new Render::Shaders::Compiler ( this->m_material->getImage ()->getContainer (), this->m_pass->getShader (), Shaders::Compiler::Type_Vertex, this->m_pass->getCombos (), this->m_pass->getConstants () ); this->m_vertShader->precompile (); this->m_fragShader->precompile (); this->m_vertShader->precompile (); // compile the shaders GLuint vertexShaderID = compileShader (this->m_vertShader, GL_VERTEX_SHADER); GLuint fragmentShaderID = compileShader (this->m_fragShader, GL_FRAGMENT_SHADER); // create the final program this->m_programID = glCreateProgram (); // link the shaders together glAttachShader (this->m_programID, vertexShaderID); glAttachShader (this->m_programID, fragmentShaderID); glLinkProgram (this->m_programID); // check that the shader was properly linked GLint result = GL_FALSE; int infoLogLength = 0; glGetProgramiv (this->m_programID, GL_LINK_STATUS, &result); glGetProgramiv (this->m_programID, GL_INFO_LOG_LENGTH, &infoLogLength); if (infoLogLength > 0) { char* logBuffer = new char [infoLogLength + 1]; // ensure logBuffer ends with a \0 memset (logBuffer, 0, infoLogLength + 1); // get information about the error glGetProgramInfoLog (this->m_programID, infoLogLength, nullptr, logBuffer); // throw an exception about the issue std::string message = logBuffer; // free the buffer delete[] logBuffer; // throw an exception throw std::runtime_error (message); } // after being liked shaders can be dettached and deleted glDetachShader (this->m_programID, vertexShaderID); glDetachShader (this->m_programID, fragmentShaderID); glDeleteShader (vertexShaderID); glDeleteShader (fragmentShaderID); // setup uniforms this->setupUniforms (); // setup attributes too this->setupAttributes (); // get information from the program, like uniforms, etc // support three textures for now this->g_Texture0Rotation = glGetUniformLocation (this->m_programID, "g_Texture0Rotation"); this->g_Texture0Translation = glGetUniformLocation (this->m_programID, "g_Texture0Translation"); } void CPass::setupAttributes () { this->addAttribute ("a_TexCoord", GL_FLOAT, 2, &this->a_TexCoord); this->addAttribute ("a_Position", GL_FLOAT, 3, &this->a_Position); } void CPass::setupUniforms () { // resolve the main texture ITexture* texture = this->resolveTexture (this->m_material->getImage ()->getTexture (), 0); // register all the texture uniforms with correct values this->addUniform ("g_Texture0", 0); this->addUniform ("g_Texture1", 1); this->addUniform ("g_Texture2", 2); this->addUniform ("g_Texture3", 3); this->addUniform ("g_Texture4", 4); this->addUniform ("g_Texture5", 5); this->addUniform ("g_Texture6", 6); this->addUniform ("g_Texture7", 7); this->addUniform ("g_Texture0Resolution", texture->getResolution ()); int lastTextureIndex = 0; // register the extra texture resolutions { auto cur = this->m_textures.begin (); auto end = this->m_textures.end (); for (int index = 1; cur != end; cur ++, index ++) { std::ostringstream namestream; namestream << "g_Texture" << index << "Resolution"; texture = this->resolveTexture ((*cur), index, texture); this->addUniform (namestream.str (), texture->getResolution ()); lastTextureIndex ++; } } // registers the extra texture resolutions from the shader { auto cur = this->m_fragShader->getTextures ().begin (); auto end = this->m_fragShader->getTextures ().end (); for (; cur != end; cur ++) { if ((*cur).first <= lastTextureIndex) continue; std::ostringstream namestream; namestream << "g_Texture" << (*cur).first << "Resolution"; texture = this->resolveTexture ((*cur).second, (*cur).first, texture); if (texture != nullptr) this->addUniform (namestream.str (), texture->getResolution ()); } } // registers the extra texture resolutions from the shader { auto cur = this->m_vertShader->getTextures ().begin (); auto end = this->m_vertShader->getTextures ().end (); for (; cur != end; cur ++) { if ((*cur).first <= lastTextureIndex) continue; std::ostringstream namestream; namestream << "g_Texture" << (*cur).first << "Resolution"; texture = this->resolveTexture ((*cur).second, (*cur).first, texture); if (texture != nullptr) this->addUniform (namestream.str (), texture->getResolution ()); } } // register variables like brightness and alpha with some default value this->addUniform ("g_Brightness", this->m_material->getImage ()->getImage ()->getBrightness ()); this->addUniform ("g_UserAlpha", this->m_material->getImage ()->getImage ()->getAlpha ()); this->addUniform ("g_Alpha", this->m_material->getImage ()->getImage ()->getAlpha ()); this->addUniform ("g_Color", this->m_material->getImage ()->getImage ()->getColor ()); // TODO: VALIDATE THAT G_COMPOSITECOLOR REALLY COMES FROM THIS ONE this->addUniform ("g_CompositeColor", this->m_material->getImage ()->getImage ()->getColor ()); // add some external variables this->addUniform ("g_Time", &g_Time); // add model-view-projection matrix this->addUniform ("g_ModelViewProjectionMatrix", &this->m_modelViewProjectionMatrix); this->addUniform ("g_PointerPosition", this->m_material->getImage ()->getScene ()->getMousePosition ()); this->addUniform ("g_EffectTextureProjectionMatrix", glm::mat4(1.0)); this->addUniform ("g_EffectTextureProjectionMatrixInverse", glm::mat4(1.0)); } void CPass::addAttribute (const std::string& name, GLint type, GLint elements, const GLuint* value) { GLint id = glGetAttribLocation (this->m_programID, name.c_str ()); if (id == -1) return; this->m_attribs.emplace_back ( new AttribEntry (id, name, type, elements, value) ); } template void CPass::addUniform (const std::string& name, UniformType type, T value) { GLint id = glGetUniformLocation (this->m_programID, name.c_str ()); // parameter not found, can be ignored if (id == -1) return; // build a copy of the value and allocate it somewhere T* newValue = new T (value); // uniform found, add it to the list this->m_uniforms.insert ( std::make_pair (name, new UniformEntry (id, name, type, newValue)) ); } template void CPass::addUniform (const std::string& name, UniformType type, T* value) { // this version is used to reference to system variables so things like g_Time works fine GLint id = glGetUniformLocation (this->m_programID, name.c_str ()); // parameter not found, can be ignored if (id == -1) return; // uniform found, add it to the list this->m_uniforms.insert ( std::make_pair (name, new UniformEntry (id, name, type, value)) ); } void CPass::setupTextures () { auto cur = this->m_pass->getTextures ().begin (); auto end = this->m_pass->getTextures ().end (); for (int index = 0; cur != end; cur ++, index ++) { // ignore first texture as that'll be the input of the last pass/image (unless the image is an FBO) if (index == 0) continue; if ((*cur).find ("_rt_") == 0) { CFBO* fbo = this->m_material->m_effect->findFBO ((*cur)); if (fbo == nullptr) fbo = this->m_material->getImage ()->getScene ()->findFBO ((*cur)); if (fbo != nullptr) { this->m_fbos.insert (std::make_pair (index, fbo)); this->m_textures.emplace_back ( nullptr ); } // _rt_texture } else { this->m_textures.emplace_back ( this->m_material->getImage ()->getContainer ()->readTexture ((*cur)) ); } } } void CPass::setupShaderVariables () { { // find variables in the shaders and set the value with the constants if possible auto cur = this->m_pass->getConstants ().begin (); auto end = this->m_pass->getConstants ().end (); for (; cur != end; cur ++) { CShaderVariable* vertexVar = this->m_vertShader->findParameter ((*cur).first); CShaderVariable* pixelVar = this->m_fragShader->findParameter ((*cur).first); // variable not found, can be ignored if (vertexVar == nullptr && pixelVar == nullptr) continue; // if both can be found, ensure they're the correct type /*if (vertexVar != nullptr && pixelVar != nullptr) { if (vertexVar->getType () != pixelVar->getType ()) throw std::runtime_error ("Pixel and vertex shader variable types do not match"); }*/ // get one instance of it CShaderVariable* var = vertexVar == nullptr ? pixelVar : vertexVar; // ensure the shader's and the constant are of the same type if ((*cur).second->getType () != var->getType ()) { // there's situations where this type mismatch is actually expected // integers and floats are equivalent, this could be detected at load time // but that'd mean to compile the shader in the load, and not on the render stage // so take into account these conversions here if ((*cur).second->is () == true && var->is () == true) { // create an integer value from a float this->addUniform (var->getName (), static_cast (*(*cur).second->as ()->getValue ())); } else if ((*cur).second->is () == true && var->is () == true) { // create a float value from an integer this->addUniform (var->getName (), static_cast (*(*cur).second->as ()->getValue ())); } else if ((*cur).second->is () == true && var->is () == true) { CShaderConstantVector4* val = (*cur).second->as (); // create a new vector2 with the first two values this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y}); } else if ((*cur).second->is () == true && var->is () == true) { CShaderConstantVector4* val = (*cur).second->as (); this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y, val->getValue ()->z}); } else { throw std::runtime_error ("Constant and pixel/vertex variable are not of the same type"); } } else { // now determine the constant's type and register the correct uniform for it if ((*cur).second->is ()) this->addUniform (var->getName (), (*cur).second->as ()->getValue ()); else if ((*cur).second->is ()) this->addUniform (var->getName (), (*cur).second->as ()->getValue ()); else if ((*cur).second->is ()) this->addUniform (var->getName (), (*cur).second->as ()->getValue ()); } } } { auto cur = this->m_vertShader->getParameters ().begin (); auto end = this->m_vertShader->getParameters ().end (); for (; cur != end; cur ++) { if (this->m_uniforms.find ((*cur)->getName ()) != this->m_uniforms.end ()) continue; if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); else if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); else if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); else if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); else if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); } } { auto cur = this->m_fragShader->getParameters ().begin (); auto end = this->m_fragShader->getParameters ().end (); for (; cur != end; cur ++) { if (this->m_uniforms.find ((*cur)->getName ()) != this->m_uniforms.end ()) continue; if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); else if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); else if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); else if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); else if ((*cur)->is ()) this->addUniform ((*cur)->getName (), const_cast (reinterpret_cast ((*cur)->as ()->getValue ()))); } } } // define some basic methods for the template /*template double Core::jsonFindDefault (nlohmann::json& data, const char *key, double defaultValue);*/ void CPass::addUniform (const std::string& name, int value) { this->addUniform (name, UniformType::Integer, value); } void CPass::addUniform (const std::string& name, const int* value) { this->addUniform (name, UniformType::Integer, value); } void CPass::addUniform (const std::string& name, double value) { this->addUniform (name, UniformType::Double, value); } void CPass::addUniform (const std::string& name, const double* value) { this->addUniform (name, UniformType::Double, value); } void CPass::addUniform (const std::string& name, float value) { this->addUniform (name, UniformType::Float, value); } void CPass::addUniform (const std::string& name, const float* value) { this->addUniform (name, UniformType::Float, value); } void CPass::addUniform (const std::string& name, glm::vec2 value) { this->addUniform (name, UniformType::Vector2, value); } void CPass::addUniform (const std::string& name, const glm::vec2* value) { this->addUniform (name, UniformType::Vector2, value); } void CPass::addUniform (const std::string& name, glm::vec3 value) { this->addUniform (name, UniformType::Vector3, value); } void CPass::addUniform (const std::string& name, const glm::vec3* value) { this->addUniform (name, UniformType::Vector3, value); } void CPass::addUniform (const std::string& name, glm::vec4 value) { this->addUniform (name, UniformType::Vector4, value); } void CPass::addUniform (const std::string& name, const glm::vec4* value) { this->addUniform (name, UniformType::Vector4, value); } void CPass::addUniform (const std::string& name, glm::mat4 value) { this->addUniform (name, UniformType::Matrix4, value); } void CPass::addUniform (const std::string& name, const glm::mat4* value) { this->addUniform (name, UniformType::Matrix4, value); }