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166 lines
4.4 KiB
C++
166 lines
4.4 KiB
C++
#include "opengl_sl.h"
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#include <base/detect.h>
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#if defined(BACKEND_AS_OPENGL_ES) || !defined(CONF_BACKEND_OPENGL_ES)
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#include <cstdio>
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#include <engine/shared/linereader.h>
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#include <engine/storage.h>
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#include <string>
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#include <vector>
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#include <engine/client/backend/glsl_shader_compiler.h>
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#include <engine/graphics.h>
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#ifndef BACKEND_AS_OPENGL_ES
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#include <GL/glew.h>
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#else
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#include <GLES3/gl3.h>
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#endif
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bool CGLSL::LoadShader(CGLSLCompiler *pCompiler, IStorage *pStorage, const char *pFile, int Type)
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{
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if(m_IsLoaded)
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return true;
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IOHANDLE f = pStorage->OpenFile(pFile, IOFLAG_READ | IOFLAG_SKIP_BOM, IStorage::TYPE_ALL);
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std::vector<std::string> vLines;
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if(f)
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{
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EBackendType BackendType = pCompiler->m_IsOpenGLES ? BACKEND_TYPE_OPENGL_ES : BACKEND_TYPE_OPENGL;
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bool IsNewOpenGL = (BackendType == BACKEND_TYPE_OPENGL ? (pCompiler->m_OpenGLVersionMajor >= 4 || (pCompiler->m_OpenGLVersionMajor == 3 && pCompiler->m_OpenGLVersionMinor == 3)) : pCompiler->m_OpenGLVersionMajor >= 3);
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std::string GLShaderStringPostfix = std::string(" core\r\n");
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if(BackendType == BACKEND_TYPE_OPENGL_ES)
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GLShaderStringPostfix = std::string(" es\r\n");
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//add compiler specific values
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if(IsNewOpenGL)
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vLines.push_back(std::string("#version ") + std::string(std::to_string(pCompiler->m_OpenGLVersionMajor)) + std::string(std::to_string(pCompiler->m_OpenGLVersionMinor)) + std::string(std::to_string(pCompiler->m_OpenGLVersionPatch)) + GLShaderStringPostfix);
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else
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{
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if(pCompiler->m_OpenGLVersionMajor == 3)
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{
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if(pCompiler->m_OpenGLVersionMinor == 0)
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vLines.emplace_back("#version 130 \r\n");
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if(pCompiler->m_OpenGLVersionMinor == 1)
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vLines.emplace_back("#version 140 \r\n");
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if(pCompiler->m_OpenGLVersionMinor == 2)
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vLines.emplace_back("#version 150 \r\n");
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}
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else if(pCompiler->m_OpenGLVersionMajor == 2)
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{
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if(pCompiler->m_OpenGLVersionMinor == 0)
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vLines.emplace_back("#version 110 \r\n");
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if(pCompiler->m_OpenGLVersionMinor == 1)
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vLines.emplace_back("#version 120 \r\n");
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}
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}
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if(BackendType == BACKEND_TYPE_OPENGL_ES)
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{
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if(Type == GL_FRAGMENT_SHADER)
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{
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vLines.emplace_back("precision highp float; \r\n");
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vLines.emplace_back("precision highp sampler2D; \r\n");
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vLines.emplace_back("precision highp sampler3D; \r\n");
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vLines.emplace_back("precision highp samplerCube; \r\n");
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vLines.emplace_back("precision highp samplerCubeShadow; \r\n");
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vLines.emplace_back("precision highp sampler2DShadow; \r\n");
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vLines.emplace_back("precision highp sampler2DArray; \r\n");
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vLines.emplace_back("precision highp sampler2DArrayShadow; \r\n");
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}
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}
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for(const CGLSLCompiler::SGLSLCompilerDefine &Define : pCompiler->m_vDefines)
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{
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vLines.push_back(std::string("#define ") + Define.m_DefineName + std::string(" ") + Define.m_DefineValue + std::string("\r\n"));
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}
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if(Type == GL_FRAGMENT_SHADER && !IsNewOpenGL && pCompiler->m_OpenGLVersionMajor <= 3 && pCompiler->m_HasTextureArray)
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{
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vLines.emplace_back("#extension GL_EXT_texture_array : enable\r\n");
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}
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CLineReader LineReader;
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LineReader.Init(f);
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char *pReadLine = NULL;
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while((pReadLine = LineReader.Get()))
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{
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std::string Line;
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pCompiler->ParseLine(Line, pReadLine, Type == GL_FRAGMENT_SHADER ? GLSL_SHADER_COMPILER_TYPE_FRAGMENT : GLSL_SHADER_COMPILER_TYPE_VERTEX);
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Line.append("\r\n");
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vLines.push_back(Line);
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}
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io_close(f);
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const char **ShaderCode = new const char *[vLines.size()];
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for(size_t i = 0; i < vLines.size(); ++i)
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{
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ShaderCode[i] = vLines[i].c_str();
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}
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TWGLuint shader = glCreateShader(Type);
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glShaderSource(shader, vLines.size(), ShaderCode, NULL);
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glCompileShader(shader);
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delete[] ShaderCode;
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int CompilationStatus;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &CompilationStatus);
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if(CompilationStatus == GL_FALSE)
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{
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char aBuf[3000];
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TWGLint maxLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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glGetShaderInfoLog(shader, maxLength, &maxLength, aBuf);
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dbg_msg("glsl", "%s: %s", pFile, aBuf);
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glDeleteShader(shader);
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return false;
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}
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m_Type = Type;
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m_IsLoaded = true;
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m_ShaderID = shader;
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return true;
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}
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else
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return false;
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}
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void CGLSL::DeleteShader()
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{
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if(!IsLoaded())
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return;
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m_IsLoaded = false;
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glDeleteShader(m_ShaderID);
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}
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bool CGLSL::IsLoaded() const
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{
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return m_IsLoaded;
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}
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TWGLuint CGLSL::GetShaderID() const
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{
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return m_ShaderID;
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}
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CGLSL::CGLSL()
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{
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m_IsLoaded = false;
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}
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CGLSL::~CGLSL()
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{
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DeleteShader();
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}
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#endif
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