jak-project/game/graphics/opengl_renderer/Shader.cpp
Ethan Lafrenais bb323c2ebe
Depth Cue (#1676)
* Initial depth-cue implementation

* Oops

* Finish merge + fix issues with letterboxing

* Fix alpha blending

* Add some debug options + profiler stats

* More debug options + respect xyoffset GS register

* Clean up GOAL code

* Disable depth-cue by default

* typo

* very important typo

* depth-cue disable, but better
2022-07-19 18:34:30 -04:00

99 lines
3.1 KiB
C++

#include "Shader.h"
#include "common/log/log.h"
#include "common/util/Assert.h"
#include "common/util/FileUtil.h"
#include "game/graphics/pipelines/opengl.h"
Shader::Shader(const std::string& shader_name) {
// read the shader source
auto vert_src =
file_util::read_text_file(file_util::get_file_path({shader_folder, shader_name + ".vert"}));
auto frag_src =
file_util::read_text_file(file_util::get_file_path({shader_folder, shader_name + ".frag"}));
m_vert_shader = glCreateShader(GL_VERTEX_SHADER);
const char* src = vert_src.c_str();
glShaderSource(m_vert_shader, 1, &src, nullptr);
glCompileShader(m_vert_shader);
constexpr int len = 1024;
int compile_ok;
char err[len];
glGetShaderiv(m_vert_shader, GL_COMPILE_STATUS, &compile_ok);
if (!compile_ok) {
glGetShaderInfoLog(m_vert_shader, len, nullptr, err);
lg::error("Failed to compile vertex shader {}:\n{}\n", shader_name.c_str(), err);
m_is_okay = false;
return;
}
m_frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
src = frag_src.c_str();
glShaderSource(m_frag_shader, 1, &src, nullptr);
glCompileShader(m_frag_shader);
glGetShaderiv(m_frag_shader, GL_COMPILE_STATUS, &compile_ok);
if (!compile_ok) {
glGetShaderInfoLog(m_frag_shader, len, nullptr, err);
lg::error("Failed to compile fragment shader {}:\n{}\n", shader_name.c_str(), err);
m_is_okay = false;
return;
}
m_program = glCreateProgram();
glAttachShader(m_program, m_vert_shader);
glAttachShader(m_program, m_frag_shader);
glLinkProgram(m_program);
glGetProgramiv(m_program, GL_LINK_STATUS, &compile_ok);
if (!compile_ok) {
glGetProgramInfoLog(m_program, len, nullptr, err);
lg::error("Failed to link shader {}:\n{}\n", shader_name.c_str(), err);
m_is_okay = false;
return;
}
glDeleteShader(m_vert_shader);
glDeleteShader(m_frag_shader);
m_is_okay = true;
}
void Shader::activate() {
ASSERT(m_is_okay);
glUseProgram(m_program);
}
ShaderLibrary::ShaderLibrary() {
at(ShaderId::SOLID_COLOR) = {"solid_color"};
at(ShaderId::DIRECT_BASIC) = {"direct_basic"};
at(ShaderId::DIRECT_BASIC_TEXTURED) = {"direct_basic_textured"};
at(ShaderId::DEBUG_RED) = {"debug_red"};
at(ShaderId::SPRITE) = {"sprite_3d"};
at(ShaderId::SKY) = {"sky"};
at(ShaderId::SKY_BLEND) = {"sky_blend"};
at(ShaderId::TFRAG3) = {"tfrag3"};
at(ShaderId::TFRAG3_NO_TEX) = {"tfrag3_no_tex"};
at(ShaderId::SPRITE3) = {"sprite3_3d"};
at(ShaderId::DIRECT2) = {"direct2"};
at(ShaderId::EYE) = {"eye"};
at(ShaderId::GENERIC) = {"generic"};
at(ShaderId::OCEAN_TEXTURE) = {"ocean_texture"};
at(ShaderId::OCEAN_TEXTURE_MIPMAP) = {"ocean_texture_mipmap"};
at(ShaderId::OCEAN_COMMON) = {"ocean_common"};
at(ShaderId::SHRUB) = {"shrub"};
at(ShaderId::SHADOW) = {"shadow"};
at(ShaderId::COLLISION) = {"collision"};
at(ShaderId::MERC2) = {"merc2"};
at(ShaderId::SPRITE_DISTORT) = {"sprite_distort"};
at(ShaderId::SPRITE_DISTORT_INSTANCED) = {"sprite_distort_instanced"};
at(ShaderId::POST_PROCESSING) = {"post_processing"};
at(ShaderId::DEPTH_CUE) = {"depth_cue"};
for (auto& shader : m_shaders) {
ASSERT_MSG(shader.okay(), "Shader compiled");
}
}