linux-wallpaperengine/src/WallpaperEngine/Render/Objects/Effects/CPass.cpp
2023-03-26 18:18:21 +02:00

916 lines
33 KiB
C++

#include "common.h"
#include <sstream>
#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) :
Helpers::CContextAware (material),
m_material (material),
m_pass (pass)
{
this->setupTextures ();
this->setupShaders ();
this->setupShaderVariables ();
}
const ITexture* CPass::resolveTexture (const ITexture* expected, int index, const 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")
return previous ?: expected;
// 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 ());
// try scene FBOs, these are our last resort, i guess the exception is better than a nullpo
if (fbo == nullptr)
return this->m_material->getImage ()->getScene ()->findFBO ((*it).second->getName ());
return fbo;
}
void CPass::render ()
{
// set the framebuffer we're drawing to
glBindFramebuffer (GL_FRAMEBUFFER, this->m_drawTo->getFramebuffer ());
// set proper viewport based on what we're drawing to
glViewport (0, 0, this->m_drawTo->getRealWidth (), this->m_drawTo->getRealHeight ());
// 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);
}
// use the shader we have registered
glUseProgram (this->m_programID);
// maybe we can do this when setting the texture?
const ITexture* texture = this->resolveTexture (this->m_input, 0, this->m_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 ())
{
// calculate current texture and frame
double currentRenderTime = fmod (static_cast <double> (this->getContext ().getDriver ().getRenderTime ()), this->m_material->getImage ()->getAnimationTime ());
for (const auto& frameCur : texture->getFrames ())
{
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<float> (texture->getTextureWidth (currentTexture));
rotation.y = frameCur->width2 / static_cast<float> (texture->getTextureWidth(currentTexture));
rotation.z = frameCur->height2 / static_cast<float> (texture->getTextureHeight (currentTexture));
rotation.w = frameCur->height1 / static_cast<float> (texture->getTextureHeight (currentTexture));
break;
}
}
}
// first texture is a bit special as we have to take what comes from the chain first
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, texture->getTextureID (currentTexture));
// continue on the map from the second texture
if (!this->m_finalTextures.empty ())
{
for (const auto& cur : this->m_finalTextures)
{
texture = this->resolveTexture (cur.second, cur.first, this->m_input);
glActiveTexture (GL_TEXTURE0 + cur.first);
glBindTexture (GL_TEXTURE_2D, texture->getTextureID (0));
}
}
// add uniforms
for (const auto& cur : this->m_uniforms)
{
UniformEntry* entry = cur.second;
switch (entry->type)
{
case Double:
glUniform1dv (entry->id, entry->count, reinterpret_cast <const double*> (entry->value));
break;
case Float:
glUniform1fv (entry->id, entry->count, reinterpret_cast <const float*> (entry->value));
break;
case Integer:
glUniform1iv (entry->id, entry->count, reinterpret_cast <const int*> (entry->value));
break;
// TODO: THESE MIGHT NEED SPECIAL TREATMENT? IDK ONLY SUPPORT 1 FOR NOW
case Vector4:
glUniform4fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec4*> (entry->value)));
break;
case Vector3:
glUniform3fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec3*> (entry->value)));
break;
case Vector2:
glUniform2fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec2*> (entry->value)));
break;
case Matrix4:
glUniformMatrix4fv (entry->id, 1, GL_FALSE, glm::value_ptr (*reinterpret_cast <const glm::mat4*> (entry->value)));
break;
}
}
// add reference uniforms
for (const auto& cur : this->m_referenceUniforms)
{
ReferenceUniformEntry* entry = cur.second;
switch (entry->type)
{
case Double:
glUniform1d (entry->id, *reinterpret_cast <const double*> (*entry->value));
break;
case Float:
glUniform1f (entry->id, *reinterpret_cast <const float*> (*entry->value));
break;
case Integer:
glUniform1i (entry->id, *reinterpret_cast <const int*> (*entry->value));
break;
case Vector4:
glUniform4fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec4*> (*entry->value)));
break;
case Vector3:
glUniform3fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec3*> (*entry->value)));
break;
case Vector2:
glUniform2fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec2*> (*entry->value)));
break;
case Matrix4:
glUniformMatrix4fv (entry->id, 1, GL_FALSE, glm::value_ptr (*reinterpret_cast <const glm::mat4*> (*entry->value)));
break;
}
}
// used in animations when one of the frames is vertical instead of horizontal
// rotation with translation = origin and end of the image to display
if (this->g_Texture0Rotation != -1)
glUniform4f (this->g_Texture0Rotation, rotation.x, rotation.y, rotation.z, rotation.w);
// this actually picks the origin point of the image from the atlast
if (this->g_Texture0Translation != -1)
glUniform2f (this->g_Texture0Translation, translation.x, translation.y);
for (const auto& cur : this->m_attribs)
{
glEnableVertexAttribArray (cur->id);
glBindBuffer (GL_ARRAY_BUFFER, *cur->value);
glVertexAttribPointer (cur->id, cur->elements, cur->type, GL_FALSE, 0, nullptr);
#if !NDEBUG
glObjectLabel (GL_BUFFER, *cur->value, -1, (
"Image " + std::to_string (this->getMaterial ()->getImage ()->getId ()) +
" Pass " + this->m_pass->getShader() +
" " + cur->name
).c_str ()
);
#endif /* DEBUG */
}
// start actual rendering now
glBindBuffer (GL_ARRAY_BUFFER, this->a_Position);
glDrawArrays (GL_TRIANGLES, 0, 6);
// disable vertex attribs array and textures
for (const auto& cur : this->m_attribs)
glDisableVertexAttribArray (cur->id);
// unbind all the used textures
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, 0);
// continue on the map from the second texture
if (!this->m_finalTextures.empty ())
{
for (const auto& cur : this->m_finalTextures)
{
glActiveTexture (GL_TEXTURE0 + cur.first);
glBindTexture (GL_TEXTURE_2D, 0);
}
}
}
const CMaterial* CPass::getMaterial () const
{
return this->m_material;
}
void CPass::setDestination (const CFBO* drawTo)
{
this->m_drawTo = drawTo;
}
void CPass::setInput (const ITexture* input)
{
this->m_input = input;
}
void CPass::setModelViewProjectionMatrix (const glm::mat4* projection)
{
this->m_modelViewProjectionMatrix = projection;
}
void CPass::setModelMatrix (glm::mat4 model)
{
this->m_modelMatrix = model;
}
void CPass::setTexCoord (GLuint texcoord)
{
this->a_TexCoord = texcoord;
}
void CPass::setPosition (GLuint position)
{
this->a_Position = position;
}
Core::Objects::Images::Materials::CPass* CPass::getPass ()
{
return this->m_pass;
}
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
sLog.exception (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 (),
&m_foundCombos,
this->m_pass->getTextures (),
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 (),
&m_foundCombos,
this->m_pass->getTextures (),
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
sLog.exception (message);
}
#if !NDEBUG
glObjectLabel (GL_PROGRAM, this->m_programID, -1, this->m_pass->getShader ().c_str ());
glObjectLabel (GL_SHADER, vertexShaderID, -1, (this->m_pass->getShader () + ".vert").c_str ());
glObjectLabel (GL_SHADER, fragmentShaderID, -1, (this->m_pass->getShader () + ".frag").c_str ());
#endif /* DEBUG */
// 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
const 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 ());
// do the real, final texture setup for the whole process
{
auto cur = this->m_textures.begin ();
auto end = this->m_textures.end ();
auto fragCur = this->m_fragShader->getTextures ().begin ();
auto fragEnd = this->m_fragShader->getTextures ().end ();
auto vertCur = this->m_vertShader->getTextures ().begin ();
auto vertEnd = this->m_vertShader->getTextures ().end ();
auto bindCur = this->m_material->getMaterial ()->getTextureBinds ().begin ();
auto bindEnd = this->m_material->getMaterial ()->getTextureBinds ().end ();
int index = 1;
// technically m_textures should have the right amount of textures
// but better be safe than sorry
while (bindCur != bindEnd || cur != end || fragCur != fragEnd || vertCur != vertEnd)
{
if (bindCur != bindEnd)
{
this->m_finalTextures.insert (std::make_pair ((*bindCur).first, nullptr));
bindCur ++;
}
if (cur != end)
{
if ((*cur) != nullptr)
this->m_finalTextures.insert (std::make_pair (index, *cur));
index ++;
cur ++;
}
if (fragCur != fragEnd)
{
std::string textureName = (*fragCur).second;
try
{
// resolve the texture first
const ITexture* textureRef = nullptr;
if (textureName.find ("_rt_") == 0)
{
textureRef = this->getMaterial ()->getEffect ()->findFBO (textureName);
if (textureRef == nullptr)
textureRef = this->getMaterial ()->getImage ()->getScene ()->findFBO (textureName);
}
else
textureRef = this->getContext ().resolveTexture (textureName);
this->m_finalTextures.insert (std::make_pair ((*fragCur).first, textureRef));
}
catch (std::runtime_error& ex)
{
sLog.error ("Cannot resolve texture ", textureName, " for fragment shader ", ex.what ());
}
fragCur ++;
}
if (vertCur != vertEnd)
{
std::string textureName = (*vertCur).second;
try
{
// resolve the texture first
const ITexture* textureRef = nullptr;
if (textureName.find ("_rt_") == 0)
{
textureRef = this->getMaterial ()->getEffect ()->findFBO (textureName);
if (textureRef == nullptr)
textureRef = this->getMaterial ()->getImage ()->getScene ()->findFBO (textureName);
}
else
textureRef = this->getContext ().resolveTexture (textureName);
this->m_finalTextures.insert (std::make_pair ((*vertCur).first, textureRef));
}
catch (std::runtime_error& ex)
{
sLog.error ("Cannot resolve texture ", textureName, " for vertex shader ", ex.what ());
}
vertCur ++;
}
}
}
for (const auto& cur : this->m_finalTextures)
{
std::ostringstream namestream;
namestream << "g_Texture" << cur.first << "Resolution";
texture = this->resolveTexture (cur.second, cur.first, texture);
this->addUniform (namestream.str (), texture->getResolution ());
}
auto projection = this->getMaterial ()->getImage ()->getScene ()->getScene ()->getOrthogonalProjection ();
// 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_PointerPositionLast", this->m_material->getImage ()->getScene ()->getMousePositionLast ());
this->addUniform ("g_EffectTextureProjectionMatrix", glm::mat4(1.0));
this->addUniform ("g_EffectTextureProjectionMatrixInverse", glm::mat4(1.0));
this->addUniform ("g_TexelSize", glm::vec2 (1.0 / projection->getWidth (), 1.0 / projection->getHeight ()));
this->addUniform ("g_TexelSizeHalf", glm::vec2 (0.5 / projection->getWidth (), 0.5 / projection->getHeight ()));
this->addUniform ("g_AudioSpectrum16Left", this->getMaterial ()->getImage ()->getScene ()->getAudioContext ().getRecorder ().audio16, 16);
this->addUniform ("g_AudioSpectrum16Right", this->getMaterial ()->getImage ()->getScene ()->getAudioContext ().getRecorder ().audio16, 16);
this->addUniform ("g_AudioSpectrum32Left", this->getMaterial ()->getImage ()->getScene ()->getAudioContext ().getRecorder ().audio32, 32);
this->addUniform ("g_AudioSpectrum32Right", this->getMaterial ()->getImage ()->getScene ()->getAudioContext ().getRecorder ().audio32, 32);
this->addUniform ("g_AudioSpectrum64Left", this->getMaterial ()->getImage ()->getScene ()->getAudioContext ().getRecorder ().audio64, 64);
this->addUniform ("g_AudioSpectrum64Right", this->getMaterial ()->getImage ()->getScene ()->getAudioContext ().getRecorder ().audio64, 64);
}
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 <typename T>
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, 1))
);
}
template <typename T>
void CPass::addUniform (const std::string& name, UniformType type, T* value, int count)
{
// 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, count))
);
}
template <typename T>
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_referenceUniforms.insert (
std::make_pair (name, new ReferenceUniformEntry (id, name, type, reinterpret_cast <const void**> (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)
{
const 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 (
fbo
);
}
// _rt_texture
}
else
{
if ((*cur).empty())
{
this->m_textures.emplace_back (nullptr);
}
else
{
this->m_textures.emplace_back (
this->m_material->getImage ()->getContext ().resolveTexture ((*cur))
);
}
}
}
}
void CPass::setupShaderVariables ()
{
// find variables in the shaders and set the value with the constants if possible
for (const auto& cur : this->m_pass->getConstants ())
{
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;
// 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 ())
{
this->addUniform (var->getName (), cur.second);
continue;
}
// 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 <CShaderConstantFloat> () && var->is <CShaderVariableInteger> ())
{
// create an integer value from a float
this->addUniform (var->getName (), static_cast <int> (*cur.second->as <CShaderConstantFloat> ()->getValue ()));
}
else if (cur.second->is <CShaderConstantInteger> () && var->is <CShaderVariableFloat> ())
{
// create a float value from an integer
this->addUniform (var->getName (), static_cast <float> (*cur.second->as <CShaderConstantInteger> ()->getValue ()));
}
else if (cur.second->is <CShaderConstantVector4> () && var->is <CShaderVariableVector2> ())
{
auto* val = cur.second->as <CShaderConstantVector4> ();
// create a new vector2 with the first two values
this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y});
}
else if (cur.second->is <CShaderConstantVector4> () && var->is <CShaderVariableVector3> ())
{
auto* val = cur.second->as <CShaderConstantVector4> ();
this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y, val->getValue ()->z});
}
else
{
sLog.exception (
"Constant ",
cur.first,
" type does not match pixel/vertex shader variable and cannot be converted (",
cur.second->getType (),
" to ",
var->getType ()
);
}
}
for (const auto& cur : this->m_vertShader->getParameters ())
if (this->m_uniforms.find (cur->getName ()) == this->m_uniforms.end ())
this->addUniform (cur);
for (const auto& cur : this->m_fragShader->getParameters ())
if (this->m_uniforms.find (cur->getName ()) == this->m_uniforms.end ())
this->addUniform (cur);
}
// define some basic methods for the template
void CPass::addUniform (CShaderVariable* value)
{
if (value->is <CShaderVariableFloat> ())
this->addUniform (value->getName (), const_cast <float*> (reinterpret_cast <const float*> (value->as <CShaderVariableFloat> ()->getValue ())));
else if (value->is <CShaderVariableInteger> ())
this->addUniform (value->getName (), const_cast <int*> (reinterpret_cast <const int*> (value->as <CShaderVariableInteger> ()->getValue ())));
else if (value->is <CShaderVariableVector2> ())
this->addUniform (value->getName (), const_cast <glm::vec2*> (reinterpret_cast <const glm::vec2*> (value->as <CShaderVariableVector2> ()->getValue ())));
else if (value->is <CShaderVariableVector3> ())
this->addUniform (value->getName (), const_cast <glm::vec3*> (reinterpret_cast <const glm::vec3*> (value->as <CShaderVariableVector3> ()->getValue ())));
else if (value->is <CShaderVariableVector4> ())
this->addUniform (value->getName (), const_cast <glm::vec4*> (reinterpret_cast <const glm::vec4*> (value->as <CShaderVariableVector4> ()->getValue ())));
}
void CPass::addUniform (const std::string& name, CShaderConstant* value)
{
// now determine the constant's type and register the correct uniform for it
if (value->is <CShaderConstantFloat> ())
this->addUniform (name, value->as <CShaderConstantFloat> ()->getValue ());
else if (value->is <CShaderConstantInteger> ())
this->addUniform (name, value->as <CShaderConstantInteger> ()->getValue ());
else if (value->is <CShaderConstantVector4> ())
this->addUniform (name, value->as <CShaderConstantVector4> ()->getValue ());
}
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, int count)
{
this->addUniform (name, UniformType::Integer, value, count);
}
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, int count)
{
this->addUniform (name, UniformType::Double, value, count);
}
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, int count)
{
this->addUniform (name, UniformType::Float, value, count);
}
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, 1);
}
void CPass::addUniform (const std::string& name, const glm::vec2** value)
{
this->addUniform (name, UniformType::Vector2, value, 1);
}
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, 1);
}
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, 1);
}
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, 1);
}
void CPass::addUniform (const std::string& name, const glm::mat4** value)
{
this->addUniform (name, UniformType::Matrix4, value);
}