openspades/Sources/Draw/GLProgramManager.cpp
2017-01-01 17:30:13 +09:00

193 lines
5.5 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GLProgramManager.h"
#include <Core/Debug.h>
#include <Core/Exception.h>
#include <Core/FileManager.h>
#include <Core/Math.h>
#include <Core/Stopwatch.h>
#include "GLDynamicLightShader.h"
#include "GLProgram.h"
#include "GLSettings.h"
#include "GLShader.h"
#include "GLShadowMapShader.h"
#include "GLShadowShader.h"
#include "IGLShadowMapRenderer.h"
namespace spades {
namespace draw {
GLProgramManager::GLProgramManager(IGLDevice *d, IGLShadowMapRenderer *smr,
GLSettings &settings)
: device(d), shadowMapRenderer(smr), settings(settings) {
SPADES_MARK_FUNCTION();
}
GLProgramManager::~GLProgramManager() {
SPADES_MARK_FUNCTION();
for (std::map<std::string, GLProgram *>::iterator it = programs.begin();
it != programs.end(); it++) {
delete it->second;
}
for (std::map<std::string, GLShader *>::iterator it = shaders.begin();
it != shaders.end(); it++) {
delete it->second;
}
}
GLProgram *GLProgramManager::RegisterProgram(const std::string &name) {
SPADES_MARK_FUNCTION();
std::map<std::string, GLProgram *>::iterator it;
it = programs.find(name);
if (it == programs.end()) {
GLProgram *prog = CreateProgram(name);
programs[name] = prog;
return prog;
} else {
return it->second;
}
}
GLShader *GLProgramManager::RegisterShader(const std::string &name) {
SPADES_MARK_FUNCTION();
std::map<std::string, GLShader *>::iterator it;
it = shaders.find(name);
if (it == shaders.end()) {
GLShader *prog = CreateShader(name);
shaders[name] = prog;
return prog;
} else {
return it->second;
}
}
GLProgram *GLProgramManager::CreateProgram(const std::string &name) {
SPADES_MARK_FUNCTION();
SPLog("Loading GLSL program '%s'", name.c_str());
std::string text = FileManager::ReadAllBytes(name.c_str());
std::vector<std::string> lines = SplitIntoLines(text);
GLProgram *p = new GLProgram(device, name);
for (size_t i = 0; i < lines.size(); i++) {
std::string text = TrimSpaces(lines[i]);
if (text.empty())
break;
if (text == "*shadow*") {
std::vector<GLShader *> shaders =
GLShadowShader::RegisterShader(this, settings, false);
for (size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
} else if (text == "*shadow-lite*") {
std::vector<GLShader *> shaders =
GLShadowShader::RegisterShader(this, settings, false, true);
for (size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
} else if (text == "*shadow-variance*") {
std::vector<GLShader *> shaders =
GLShadowShader::RegisterShader(this, settings, true);
for (size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
} else if (text == "*dlight*") {
std::vector<GLShader *> shaders = GLDynamicLightShader::RegisterShader(this);
for (size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
} else if (text == "*shadowmap*") {
std::vector<GLShader *> shaders = GLShadowMapShader::RegisterShader(this);
for (size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
} else if (text[0] == '*') {
SPRaise("Unknown special shader: %s", text.c_str());
} else if (text[0] == '#') {
continue;
}
GLShader *s = CreateShader(text);
p->Attach(s);
}
Stopwatch sw;
p->Link();
SPLog("Successfully linked GLSL program '%s' in %.3fms", name.c_str(),
sw.GetTime() * 1000.);
// p->Validate();
return p;
}
GLShader *GLProgramManager::CreateShader(const std::string &name) {
SPADES_MARK_FUNCTION();
SPLog("Loading GLSL shader '%s'", name.c_str());
std::string text = FileManager::ReadAllBytes(name.c_str());
GLShader::Type type;
if (name.find(".fs") != std::string::npos)
type = GLShader::FragmentShader;
else if (name.find(".vs") != std::string::npos)
type = GLShader::VertexShader;
else
SPRaise("Failed to determine the type of a shader: %s", name.c_str());
GLShader *s = new GLShader(device, type);
std::string finalSource;
if (settings.r_hdr) {
finalSource += "#define USE_HDR 1\n";
finalSource += "#define LINEAR_FRAMEBUFFER 1\n";
} else {
finalSource += "#define USE_HDR 0\n";
finalSource += "#define LINEAR_FRAMEBUFFER 0\n";
}
if (settings.r_fogShadow) {
finalSource += "#define USE_VOLUMETRIC_FOG 1\n";
} else {
finalSource += "#define USE_VOLUMETRIC_FOG 0\n";
}
if (settings.r_ssao) {
finalSource += "#define USE_SSAO 1\n";
} else {
finalSource += "#define USE_SSAO 0\n";
}
finalSource += text;
s->AddSource(finalSource);
Stopwatch sw;
s->Compile();
SPLog("Successfully compiled GLSL program '%s' in %.3fms", name.c_str(),
sw.GetTime() * 1000.);
return s;
}
}
}