ddnet/src/engine/client/backend/opengl/opengl_sl.cpp
2023-12-14 23:38:03 +01:00

166 lines
4.4 KiB
C++

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