1 | // Copyright (C) 2012-2014 ChaosForge Ltd
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2 | // This file is part of NV Libraries.
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3 | // For conditions of distribution and use, see copyright notice in nv.hh
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4 |
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5 | #include "nv/gl/gl_device.hh"
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6 |
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7 | #include "nv/gl/gl_window.hh"
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8 | #include "nv/core/logging.hh"
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9 | #include "nv/lib/sdl_image.hh"
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10 | #include "nv/gl/gl_enum.hh"
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11 | #include "nv/lib/gl.hh"
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12 |
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13 | using namespace nv;
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14 |
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15 | gl_device::gl_device()
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16 | {
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17 | m_shader_header = "#version 120\n";
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18 | for ( auto& i : get_uniform_factory() )
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19 | m_shader_header += "uniform "+datatype_to_glsl_type( i.second->get_datatype() )+" "+i.first+";\n";
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20 | for ( auto& i : get_link_uniform_factory() )
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21 | m_shader_header += "uniform sampler2D "+i.first+";\n";
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22 | }
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23 |
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24 | program gl_device::create_program( const string& vs_source, const string& fs_source )
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25 | {
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26 | program result = m_programs.create();
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27 | gl_program_info* info = m_programs.get( result );
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28 |
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29 | info->glid = glCreateProgram();
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30 | compile( info, vs_source, fs_source );
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31 | prepare_program( result );
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32 | return result;
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33 | }
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34 |
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35 | // this is a temporary function that will be removed once we find a way to
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36 | // pass binary file data around
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37 | image_data* gl_device::create_image_data( const std::string& filename )
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38 | {
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39 | load_sdl_image_library();
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40 | SDL_Surface* image = IMG_Load( filename.c_str() );
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41 | if (!image)
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42 | {
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43 | NV_LOG( LOG_ERROR, "Image file " << filename.c_str() << " not found!" );
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44 | return nullptr;
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45 | }
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46 | // TODO: BGR vs RGB, single channel
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47 | assert( image->format->BytesPerPixel > 2 );
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48 | image_format format(image->format->BytesPerPixel == 3 ? RGB : RGBA, UBYTE );
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49 | image_data* data = new image_data( format, glm::ivec2( image->w, image->h ), (nv::uint8*)image->pixels );
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50 | return data;
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51 | }
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52 |
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53 |
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54 | gl_device::~gl_device()
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55 | {
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56 | while ( m_textures.size() > 0 )
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57 | release( m_textures.get_handle(0) );
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58 | while ( m_buffers.size() > 0 )
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59 | release( m_buffers.get_handle(0) );
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60 | while ( m_programs.size() > 0 )
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61 | release( m_programs.get_handle(0) );
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62 | }
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63 |
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64 | nv::texture nv::gl_device::create_texture( texture_type type, ivec2 size, image_format aformat, sampler asampler, void* data /*= nullptr */ )
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65 | {
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66 | unsigned glid = 0;
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67 | unsigned gl_type = texture_type_to_enum( type );
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68 | glGenTextures( 1, &glid );
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69 |
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70 | glBindTexture( gl_type, glid );
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71 |
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72 | // Detect if mipmapping was requested
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73 | if ( gl_type == GL_TEXTURE_2D && asampler.filter_min != sampler::LINEAR && asampler.filter_min != sampler::NEAREST )
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74 | {
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75 | // TODO: This should not be done if we use framebuffers!
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76 | glTexParameteri( gl_type, GL_GENERATE_MIPMAP, GL_TRUE);
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77 | }
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78 |
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79 | if ( asampler.filter_max != sampler::NEAREST )
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80 | {
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81 | asampler.filter_max = sampler::LINEAR;
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82 | }
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83 |
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84 | glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, (int)nv::sampler_filter_to_enum( asampler.filter_min ) );
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85 | glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, (int)nv::sampler_filter_to_enum( asampler.filter_max ) );
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86 | glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, (int)nv::sampler_wrap_to_enum( asampler.wrap_s) );
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87 | glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, (int)nv::sampler_wrap_to_enum( asampler.wrap_t) );
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88 |
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89 | glTexImage2D( gl_type, 0, (GLint)nv::image_format_to_internal_enum(aformat.format), size.x, size.y, 0, nv::image_format_to_enum(aformat.format), nv::datatype_to_gl_enum(aformat.type), data );
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90 |
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91 | glBindTexture( gl_type, 0 );
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92 |
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93 | texture result = m_textures.create();
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94 | gl_texture_info* info = m_textures.get( result );
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95 | info->type = type;
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96 | info->format = aformat;
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97 | info->tsampler = asampler;
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98 | info->size = size;
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99 | info->glid = glid;
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100 | return result;
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101 | }
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102 |
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103 | void nv::gl_device::release( texture t )
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104 | {
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105 | gl_texture_info* info = m_textures.get( t );
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106 | if ( info )
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107 | {
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108 | if ( info->glid != 0 )
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109 | {
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110 | glDeleteTextures( 1, &(info->glid) );
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111 | }
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112 | m_textures.destroy( t );
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113 | }
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114 | }
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115 |
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116 | void nv::gl_device::release( buffer b )
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117 | {
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118 | gl_buffer_info* info = m_buffers.get( b );
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119 | if ( info )
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120 | {
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121 | if ( info->glid != 0 )
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122 | {
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123 | glDeleteBuffers( 1, &(info->glid) );
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124 | }
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125 | m_buffers.destroy( b );
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126 | }
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127 | }
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128 |
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129 | const texture_info* nv::gl_device::get_texture_info( texture t ) const
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130 | {
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131 | return m_textures.get( t );
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132 | }
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133 |
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134 | nv::buffer nv::gl_device::create_buffer( buffer_type type, buffer_hint hint, size_t size, const void* source /*= nullptr */ )
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135 | {
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136 | unsigned glid = 0;
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137 | unsigned glenum = buffer_type_to_enum( type );
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138 | glGenBuffers( 1, &glid );
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139 |
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140 | glBindBuffer( glenum, glid );
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141 | glBufferData( glenum, (GLsizeiptr)size, source, buffer_hint_to_enum( hint ) );
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142 | glBindBuffer( glenum, 0 );
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143 |
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144 | buffer result = m_buffers.create();
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145 | gl_buffer_info* info = m_buffers.get( result );
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146 | info->type = type;
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147 | info->hint = hint;
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148 | info->size = size;
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149 | info->glid = glid;
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150 | return result;
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151 | }
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152 |
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153 | const buffer_info* nv::gl_device::get_buffer_info( buffer t ) const
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154 | {
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155 | return m_buffers.get( t );
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156 | }
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157 |
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158 | void nv::gl_device::release( program p )
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159 | {
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160 | gl_program_info* info = m_programs.get( p );
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161 | if ( info )
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162 | {
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163 | for ( auto& i : info->m_uniform_map )
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164 | delete i.second;
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165 |
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166 | glDetachShader( info->glid, info->glidv );
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167 | glDetachShader( info->glid, info->glidf );
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168 | glDeleteShader( info->glidv );
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169 | glDeleteShader( info->glidf );
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170 | glDeleteProgram( info->glid );
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171 |
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172 | m_programs.destroy( p );
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173 | }
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174 | }
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175 |
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176 | void nv::gl_device::prepare_program( program p )
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177 | {
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178 | gl_program_info* info = m_programs.get( p );
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179 | if ( info )
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180 | {
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181 | auto& map = get_uniform_factory();
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182 | auto& lmap = get_link_uniform_factory();
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183 |
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184 | for ( auto& i : info->m_uniform_map )
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185 | {
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186 | auto j = lmap.find( i.first );
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187 | if ( j != lmap.end() )
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188 | {
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189 | j->second->set( i.second );
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190 | }
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191 |
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192 | auto k = map.find( i.first );
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193 | if ( k != map.end() )
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194 | {
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195 | info->m_engine_uniforms.push_back( k->second->create( i.second ) );
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196 | }
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197 | }
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198 | }
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199 | }
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200 |
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201 | uniform_base* nv::gl_device::get_uniform( program p, const string& name, bool fatal /*= true */ ) const
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202 | {
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203 | const gl_program_info* info = m_programs.get( p );
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204 | {
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205 | uniform_map::const_iterator i = info->m_uniform_map.find( name );
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206 | if ( i != info->m_uniform_map.end() )
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207 | {
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208 | return i->second;
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209 | }
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210 | if ( fatal )
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211 | {
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212 | NV_LOG( LOG_ERROR, "Uniform '" << name << "' not found in program!" );
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213 | NV_THROW( runtime_error, ( "Uniform '"+name+"' not found!" ) );
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214 | }
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215 | }
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216 | return nullptr;
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217 | }
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218 |
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219 | int nv::gl_device::get_attribute_location( program p, const string& name, bool fatal /*= true */ ) const
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220 | {
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221 | const gl_program_info* info = m_programs.get( p );
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222 | if ( info )
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223 | {
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224 | attribute_map::const_iterator i = info->m_attribute_map.find( name );
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225 | if ( i != info->m_attribute_map.end() )
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226 | {
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227 | return i->second.location;
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228 | }
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229 | if ( fatal )
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230 | {
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231 | NV_LOG( LOG_ERROR, "Attribute '" << name << "' not found in program!" );
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232 | NV_THROW( runtime_error, ( "Attribute '"+name+"' not found!" ) );
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233 | }
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234 | }
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235 | return -1;
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236 | }
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237 |
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238 | bool nv::gl_device::compile( gl_program_info* p, const string& vertex_program, const string& fragment_program )
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239 | {
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240 | if (!compile( GL_VERTEX_SHADER, vertex_program, p->glidv )) { return false; }
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241 | if (!compile( GL_FRAGMENT_SHADER, fragment_program, p->glidf )) { return false; }
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242 |
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243 | glBindAttribLocation( p->glid, static_cast<GLuint>( slot::POSITION ), "nv_position" );
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244 | glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TEXCOORD ), "nv_texcoord" );
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245 | glBindAttribLocation( p->glid, static_cast<GLuint>( slot::NORMAL ), "nv_normal" );
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246 | glBindAttribLocation( p->glid, static_cast<GLuint>( slot::COLOR ), "nv_color" );
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247 | glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TANGENT ), "nv_tangent" );
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248 | glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEINDEX ), "nv_boneindex" );
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249 | glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEWEIGHT ), "nv_boneweight");
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250 |
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251 | glAttachShader( p->glid, p->glidf );
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252 | glAttachShader( p->glid, p->glidv );
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253 | glLinkProgram( p->glid );
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254 |
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255 | const uint32 buffer_size = 2048;
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256 | char buffer[ buffer_size ] = { 0 };
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257 | int length;
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258 | int status;
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259 |
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260 | glGetProgramiv( p->glid, GL_LINK_STATUS, &status );
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261 | glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
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262 |
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263 | NV_LOG( LOG_INFO, "Program #" << p->glid << (status == GL_FALSE ? " failed to compile!" : " compiled successfully.") );
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264 |
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265 | if ( length > 0 )
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266 | {
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267 | NV_LOG( LOG_INFO, "Program #" << p->glid << " log: " << buffer );
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268 | }
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269 |
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270 | if ( status == GL_FALSE )
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271 | {
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272 | return false;
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273 | }
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274 |
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275 | glValidateProgram( p->glid );
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276 | glGetProgramiv( p->glid, GL_VALIDATE_STATUS, &status );
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277 |
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278 | if ( status == GL_FALSE )
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279 | {
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280 | glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
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281 | NV_LOG( LOG_ERROR, "Program #" << p->glid << " validation error : " << buffer );
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282 | return false;
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283 | }
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284 | load_attributes( p );
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285 | load_uniforms( p );
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286 | return true;
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287 | }
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288 |
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289 | void nv::gl_device::update_uniforms( gl_program_info* p )
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290 | {
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291 | for ( uniform_map::iterator i = p->m_uniform_map.begin(); i != p->m_uniform_map.end(); ++i )
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292 | {
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293 | uniform_base* ubase = i->second;
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294 | if ( ubase->is_dirty() )
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295 | {
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296 | int uloc = ubase->get_location();
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297 | switch( ubase->get_type() )
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298 | {
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299 | case FLOAT : glUniform1fv( uloc, ubase->get_length(), ((uniform< enum_to_type< FLOAT >::type >*)( ubase ))->get_value() ); break;
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300 | case INT : glUniform1iv( uloc, ubase->get_length(), ((uniform< enum_to_type< INT >::type >*)( ubase ))->get_value() ); break;
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301 | case FLOAT_VECTOR_2 : glUniform2fv( uloc, ubase->get_length(), (GLfloat*)((uniform< enum_to_type< FLOAT_VECTOR_2 >::type >*)( ubase ))->get_value()); break;
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302 | case FLOAT_VECTOR_3 : glUniform3fv( uloc, ubase->get_length(), (GLfloat*)((uniform< enum_to_type< FLOAT_VECTOR_3 >::type >*)( ubase ))->get_value()); break;
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303 | case FLOAT_VECTOR_4 : glUniform4fv( uloc, ubase->get_length(), (GLfloat*)((uniform< enum_to_type< FLOAT_VECTOR_4 >::type >*)( ubase ))->get_value()); break;
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304 | case INT_VECTOR_2 : glUniform2iv( uloc, ubase->get_length(), (GLint*)((uniform< enum_to_type< INT_VECTOR_2 >::type >*)( ubase ))->get_value()); break;
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305 | case INT_VECTOR_3 : glUniform3iv( uloc, ubase->get_length(), (GLint*)((uniform< enum_to_type< INT_VECTOR_3 >::type >*)( ubase ))->get_value()); break;
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306 | case INT_VECTOR_4 : glUniform4iv( uloc, ubase->get_length(), (GLint*)((uniform< enum_to_type< INT_VECTOR_4 >::type >*)( ubase ))->get_value()); break;
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307 | case FLOAT_MATRIX_2 : glUniformMatrix2fv( uloc, ubase->get_length(), GL_FALSE, (GLfloat*)((uniform< enum_to_type< FLOAT_MATRIX_2 >::type >*)( ubase ))->get_value()); break;
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308 | case FLOAT_MATRIX_3 : glUniformMatrix3fv( uloc, ubase->get_length(), GL_FALSE, (GLfloat*)((uniform< enum_to_type< FLOAT_MATRIX_3 >::type >*)( ubase ))->get_value()); break;
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309 | case FLOAT_MATRIX_4 : glUniformMatrix4fv( uloc, ubase->get_length(), GL_FALSE, (GLfloat*)((uniform< enum_to_type< FLOAT_MATRIX_4 >::type >*)( ubase ))->get_value()); break;
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310 | default : break; // error?
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311 | }
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312 | ubase->clean();
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313 | }
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314 | }
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315 | }
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316 |
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317 | void nv::gl_device::load_attributes( gl_program_info* p )
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318 | {
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319 | int params;
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320 | glGetProgramiv( p->glid, GL_ACTIVE_ATTRIBUTES, ¶ms );
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321 |
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322 | for ( unsigned i = 0; i < (unsigned)params; ++i )
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323 | {
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324 | int attr_nlen;
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325 | int attr_len;
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326 | unsigned attr_type;
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327 | char name_buffer[128];
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328 |
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329 | glGetActiveAttrib( p->glid, i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer );
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330 |
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331 | string name( name_buffer, size_t(attr_nlen) );
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332 |
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333 | // skip built-ins
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334 | if ( name.substr(0,3) == "gl_" ) continue;
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335 |
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336 | int attr_loc = glGetAttribLocation( p->glid, name.c_str() );
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337 |
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338 | attribute& attr = p->m_attribute_map[ name ];
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339 | attr.name = name;
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340 | attr.location = attr_loc;
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341 | attr.type = gl_enum_to_datatype( attr_type );
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342 | attr.length = attr_len;
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343 | }
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344 | }
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345 |
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346 | void nv::gl_device::load_uniforms( gl_program_info* p )
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347 | {
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348 | int params;
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349 | glGetProgramiv( p->glid, GL_ACTIVE_UNIFORMS, ¶ms );
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350 |
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351 | for ( unsigned i = 0; i < size_t(params); ++i )
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352 | {
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353 | int uni_nlen;
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354 | int uni_len;
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355 | unsigned uni_type;
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356 | char name_buffer[128];
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357 |
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358 | glGetActiveUniform( p->glid, i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer );
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359 |
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360 | string name( name_buffer, size_t(uni_nlen) );
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361 |
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362 | // skip built-ins
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363 | if ( name.substr(0,3) == "gl_" ) continue;
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364 |
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365 | int uni_loc = glGetUniformLocation( p->glid, name.c_str() );
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366 | datatype utype = gl_enum_to_datatype( uni_type );
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367 |
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368 | // check for array
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369 | string::size_type arrchar = name.find('[');
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370 | if ( arrchar != string::npos )
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371 | {
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372 | name = name.substr( 0, arrchar );
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373 | }
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374 |
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375 | uniform_base* u = uniform_base::create( utype, name, uni_loc, uni_len );
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376 | NV_ASSERT( u, "Unknown uniform type!" );
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377 | p->m_uniform_map[ name ] = u;
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378 | }
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379 | }
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380 |
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381 | bool nv::gl_device::compile( uint32 sh_type, const std::string& shader_code, unsigned& glid )
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382 | {
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383 | glid = glCreateShader( sh_type );
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384 |
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385 | const char* pc = shader_code.c_str();
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386 |
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387 | glShaderSource( glid, 1, &pc, 0 );
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388 | glCompileShader( glid );
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389 |
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390 | const uint32 buffer_size = 1024;
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391 | char buffer[ buffer_size ] = { 0 };
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392 | int length;
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393 | int compile_ok = GL_FALSE;
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394 | glGetShaderiv(glid, GL_COMPILE_STATUS, &compile_ok);
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395 | glGetShaderInfoLog( glid, buffer_size, &length, buffer );
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396 |
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397 | if ( length > 0 )
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398 | {
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399 | if ( compile_ok == 0 )
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400 | {
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401 | NV_LOG( LOG_ERROR, "Shader #" << glid << " error: " << buffer );
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402 | }
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403 | else
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404 | {
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405 | NV_LOG( LOG_INFO, "Shader #" << glid << " compiled successfully: " << buffer );
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406 | }
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407 | }
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408 | else
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409 | {
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410 | NV_LOG( LOG_INFO, "Shader #" << glid << " compiled successfully." );
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411 | }
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412 | return compile_ok != 0;
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413 |
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414 | }
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415 |
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