mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-20 21:27:52 -04:00
bb323c2ebe
* 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
99 lines
3.1 KiB
C++
99 lines
3.1 KiB
C++
#include "Shader.h"
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#include "common/log/log.h"
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#include "common/util/Assert.h"
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#include "common/util/FileUtil.h"
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#include "game/graphics/pipelines/opengl.h"
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Shader::Shader(const std::string& shader_name) {
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// read the shader source
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auto vert_src =
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file_util::read_text_file(file_util::get_file_path({shader_folder, shader_name + ".vert"}));
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auto frag_src =
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file_util::read_text_file(file_util::get_file_path({shader_folder, shader_name + ".frag"}));
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m_vert_shader = glCreateShader(GL_VERTEX_SHADER);
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const char* src = vert_src.c_str();
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glShaderSource(m_vert_shader, 1, &src, nullptr);
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glCompileShader(m_vert_shader);
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constexpr int len = 1024;
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int compile_ok;
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char err[len];
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glGetShaderiv(m_vert_shader, GL_COMPILE_STATUS, &compile_ok);
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if (!compile_ok) {
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glGetShaderInfoLog(m_vert_shader, len, nullptr, err);
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lg::error("Failed to compile vertex shader {}:\n{}\n", shader_name.c_str(), err);
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m_is_okay = false;
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return;
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}
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m_frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
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src = frag_src.c_str();
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glShaderSource(m_frag_shader, 1, &src, nullptr);
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glCompileShader(m_frag_shader);
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glGetShaderiv(m_frag_shader, GL_COMPILE_STATUS, &compile_ok);
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if (!compile_ok) {
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glGetShaderInfoLog(m_frag_shader, len, nullptr, err);
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lg::error("Failed to compile fragment shader {}:\n{}\n", shader_name.c_str(), err);
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m_is_okay = false;
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return;
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}
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m_program = glCreateProgram();
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glAttachShader(m_program, m_vert_shader);
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glAttachShader(m_program, m_frag_shader);
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glLinkProgram(m_program);
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glGetProgramiv(m_program, GL_LINK_STATUS, &compile_ok);
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if (!compile_ok) {
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glGetProgramInfoLog(m_program, len, nullptr, err);
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lg::error("Failed to link shader {}:\n{}\n", shader_name.c_str(), err);
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m_is_okay = false;
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return;
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}
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glDeleteShader(m_vert_shader);
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glDeleteShader(m_frag_shader);
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m_is_okay = true;
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}
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void Shader::activate() {
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ASSERT(m_is_okay);
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glUseProgram(m_program);
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}
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ShaderLibrary::ShaderLibrary() {
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at(ShaderId::SOLID_COLOR) = {"solid_color"};
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at(ShaderId::DIRECT_BASIC) = {"direct_basic"};
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at(ShaderId::DIRECT_BASIC_TEXTURED) = {"direct_basic_textured"};
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at(ShaderId::DEBUG_RED) = {"debug_red"};
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at(ShaderId::SPRITE) = {"sprite_3d"};
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at(ShaderId::SKY) = {"sky"};
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at(ShaderId::SKY_BLEND) = {"sky_blend"};
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at(ShaderId::TFRAG3) = {"tfrag3"};
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at(ShaderId::TFRAG3_NO_TEX) = {"tfrag3_no_tex"};
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at(ShaderId::SPRITE3) = {"sprite3_3d"};
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at(ShaderId::DIRECT2) = {"direct2"};
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at(ShaderId::EYE) = {"eye"};
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at(ShaderId::GENERIC) = {"generic"};
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at(ShaderId::OCEAN_TEXTURE) = {"ocean_texture"};
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at(ShaderId::OCEAN_TEXTURE_MIPMAP) = {"ocean_texture_mipmap"};
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at(ShaderId::OCEAN_COMMON) = {"ocean_common"};
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at(ShaderId::SHRUB) = {"shrub"};
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at(ShaderId::SHADOW) = {"shadow"};
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at(ShaderId::COLLISION) = {"collision"};
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at(ShaderId::MERC2) = {"merc2"};
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at(ShaderId::SPRITE_DISTORT) = {"sprite_distort"};
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at(ShaderId::SPRITE_DISTORT_INSTANCED) = {"sprite_distort_instanced"};
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at(ShaderId::POST_PROCESSING) = {"post_processing"};
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at(ShaderId::DEPTH_CUE) = {"depth_cue"};
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for (auto& shader : m_shaders) {
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ASSERT_MSG(shader.okay(), "Shader compiled");
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}
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}
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