Files
UnrealEngine/Engine/Source/ThirdParty/MaterialX/MaterialX-1.38.10/source/MaterialXRenderGlsl/GlslProgram.cpp
2025-05-18 13:04:45 +08:00

1255 lines
43 KiB
C++

//
// Copyright Contributors to the MaterialX Project
// SPDX-License-Identifier: Apache-2.0
//
#include <MaterialXRenderGlsl/External/Glad/glad.h>
#include <MaterialXRenderGlsl/GlslProgram.h>
#include <MaterialXRenderGlsl/GLTextureHandler.h>
#include <MaterialXRenderGlsl/GLUtil.h>
#include <MaterialXRender/LightHandler.h>
#include <MaterialXRender/ShaderRenderer.h>
#include <MaterialXGenShader/HwShaderGenerator.h>
#include <MaterialXGenShader/Util.h>
#include <iostream>
MATERIALX_NAMESPACE_BEGIN
namespace
{
const float PI = std::acos(-1.0f);
} // anonymous namespace
// OpenGL Constants
unsigned int GlslProgram::UNDEFINED_OPENGL_RESOURCE_ID = 0;
int GlslProgram::UNDEFINED_OPENGL_PROGRAM_LOCATION = -1;
int GlslProgram::Input::INVALID_OPENGL_TYPE = -1;
//
// GlslProgram methods
//
GlslProgram::GlslProgram() :
_programId(UNDEFINED_OPENGL_RESOURCE_ID),
_shader(nullptr),
_vertexArray(UNDEFINED_OPENGL_RESOURCE_ID)
{
}
GlslProgram::~GlslProgram()
{
clearBuiltData();
}
void GlslProgram::setStages(ShaderPtr shader)
{
if (!shader)
{
throw ExceptionRenderError("Cannot set stages using null hardware shader");
}
// Clear existing stages and built data
_stages.clear();
clearBuiltData();
// Extract out the shader code per stage
_shader = shader;
for (size_t i = 0; i < shader->numStages(); ++i)
{
const ShaderStage& stage = shader->getStage(i);
addStage(stage.getName(), stage.getSourceCode());
}
}
void GlslProgram::addStage(const string& stage, const string& sourceCode)
{
_stages[stage] = sourceCode;
}
const string& GlslProgram::getStageSourceCode(const string& stage) const
{
auto it = _stages.find(stage);
if (it != _stages.end())
{
return it->second;
}
return EMPTY_STRING;
}
void GlslProgram::build()
{
clearBuiltData();
GLint glStatus = GL_FALSE;
int glInfoLogLength = 0;
StringVec errors;
unsigned int stagesBuilt = 0;
unsigned int desiredStages = 0;
for (const auto& it : _stages)
{
if (!it.second.empty())
{
desiredStages++;
}
}
// Compile vertex shader, if any
GLuint vertexShaderId = UNDEFINED_OPENGL_RESOURCE_ID;
const string& vertexShaderSource = _stages[Stage::VERTEX];
if (!vertexShaderSource.empty())
{
vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
// Compile vertex shader
const char* vertexChar = vertexShaderSource.c_str();
glShaderSource(vertexShaderId, 1, &vertexChar, nullptr);
glCompileShader(vertexShaderId);
// Check vertex shader
glGetShaderiv(vertexShaderId, GL_COMPILE_STATUS, &glStatus);
if (glStatus == GL_FALSE)
{
errors.push_back("Error in compiling vertex shader:");
glGetShaderiv(vertexShaderId, GL_INFO_LOG_LENGTH, &glInfoLogLength);
if (glInfoLogLength > 0)
{
std::vector<char> vsErrorMessage((size_t) glInfoLogLength + 1);
glGetShaderInfoLog(vertexShaderId, glInfoLogLength, nullptr, &vsErrorMessage[0]);
errors.push_back(&vsErrorMessage[0]);
}
}
else
{
stagesBuilt++;
}
}
// Compile fragment shader, if any
GLuint fragmentShaderId = UNDEFINED_OPENGL_RESOURCE_ID;
const string& fragmentShaderSource = _stages[Stage::PIXEL];
if (!fragmentShaderSource.empty())
{
fragmentShaderId = glCreateShader(GL_FRAGMENT_SHADER);
// Compile fragment shader
const char* fragmentChar = fragmentShaderSource.c_str();
glShaderSource(fragmentShaderId, 1, &fragmentChar, nullptr);
glCompileShader(fragmentShaderId);
// Check fragment shader
glGetShaderiv(fragmentShaderId, GL_COMPILE_STATUS, &glStatus);
if (glStatus == GL_FALSE)
{
errors.push_back("Error in compiling fragment shader:");
glGetShaderiv(fragmentShaderId, GL_INFO_LOG_LENGTH, &glInfoLogLength);
if (glInfoLogLength > 0)
{
std::vector<char> fsErrorMessage((size_t) glInfoLogLength + 1);
glGetShaderInfoLog(fragmentShaderId, glInfoLogLength, nullptr, &fsErrorMessage[0]);
errors.push_back(&fsErrorMessage[0]);
}
}
else
{
stagesBuilt++;
}
}
// Link the shader program
if (stagesBuilt == desiredStages)
{
_programId = glCreateProgram();
glAttachShader(_programId, vertexShaderId);
glAttachShader(_programId, fragmentShaderId);
glLinkProgram(_programId);
// Check the program
glGetProgramiv(_programId, GL_LINK_STATUS, &glStatus);
if (glStatus == GL_FALSE)
{
errors.push_back("Error in linking program:");
glGetProgramiv(_programId, GL_INFO_LOG_LENGTH, &glInfoLogLength);
if (glInfoLogLength > 0)
{
std::vector<char> ProgramErrorMessage(glInfoLogLength + 1);
glGetProgramInfoLog(_programId, glInfoLogLength, nullptr, &ProgramErrorMessage[0]);
errors.push_back(&ProgramErrorMessage[0]);
}
}
}
// Cleanup
if (vertexShaderId != UNDEFINED_OPENGL_RESOURCE_ID)
{
if (_programId != UNDEFINED_OPENGL_RESOURCE_ID)
{
glDetachShader(_programId, vertexShaderId);
}
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != UNDEFINED_OPENGL_RESOURCE_ID)
{
if (_programId != UNDEFINED_OPENGL_RESOURCE_ID)
{
glDetachShader(_programId, fragmentShaderId);
}
glDeleteShader(fragmentShaderId);
}
// If we encountered any errors while trying to create return list
// of all errors. That is we collect all errors per stage plus any
// errors during linking and throw one exception for them all so that
// if there is a failure a complete set of issues is returned. We do
// this after cleanup so keep GL state clean.
if (!errors.empty() || stagesBuilt != desiredStages)
{
throw ExceptionRenderError("GLSL compilation error", errors);
}
}
bool GlslProgram::hasBuiltData()
{
return _programId != UNDEFINED_OPENGL_RESOURCE_ID;
}
void GlslProgram::clearBuiltData()
{
if (_programId != UNDEFINED_OPENGL_RESOURCE_ID)
{
glDeleteProgram(_programId);
_programId = UNDEFINED_OPENGL_RESOURCE_ID;
}
_uniformList.clear();
_attributeList.clear();
}
bool GlslProgram::bind()
{
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
return false;
}
glUseProgram(_programId);
checkGlErrors("after program bind");
return true;
}
void GlslProgram::bindAttribute(const GlslProgram::InputMap& inputs, MeshPtr mesh)
{
if (!mesh)
{
throw ExceptionRenderError("No geometry set to bind");
}
for (const auto& input : inputs)
{
int location = input.second->location;
unsigned int index = input.second->value ? input.second->value->asA<int>() : 0;
unsigned int stride = 0;
MeshStreamPtr stream = mesh->getStream(input.first);
if (!stream)
{
throw ExceptionRenderError("Geometry buffer could not be retrieved for binding: " + input.first + ". Index: " + std::to_string(index));
}
MeshFloatBuffer& attributeData = stream->getData();
stride = stream->getStride();
if (attributeData.empty() || (stride == 0))
{
throw ExceptionRenderError("Geometry buffer could not be retrieved for binding: " + input.first + ". Index: " + std::to_string(index));
}
if (_attributeBufferIds.find(input.first) == _attributeBufferIds.end())
{
const float* bufferData = &attributeData[0];
size_t bufferSize = attributeData.size() * sizeof(float);
// Create a buffer based on attribute type.
unsigned int bufferId = GlslProgram::UNDEFINED_OPENGL_RESOURCE_ID;
glGenBuffers(1, &bufferId);
glBindBuffer(GL_ARRAY_BUFFER, bufferId);
glBufferData(GL_ARRAY_BUFFER, bufferSize, bufferData, GL_STATIC_DRAW);
_attributeBufferIds[input.first] = bufferId;
}
else
{
glBindBuffer(GL_ARRAY_BUFFER, _attributeBufferIds[input.first]);
}
glEnableVertexAttribArray(location);
_enabledStreamLocations.insert(location);
if (input.second->gltype != GL_INT)
{
glVertexAttribPointer(location, stride, GL_FLOAT, GL_FALSE, 0, nullptr);
}
else
{
glVertexAttribIPointer(location, stride, GL_INT, 0, nullptr);
}
}
}
void GlslProgram::bindPartition(MeshPartitionPtr part)
{
if (!part || part->getFaceCount() == 0)
{
throw ExceptionRenderError("Cannot bind geometry partition");
}
if (_indexBufferIds.find(part) != _indexBufferIds.end())
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBufferIds[part]);
}
else
{
MeshIndexBuffer& indexData = part->getIndices();
size_t indexBufferSize = indexData.size();
unsigned int indexBuffer = GlslProgram::UNDEFINED_OPENGL_RESOURCE_ID;
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBufferSize * sizeof(uint32_t), &indexData[0], GL_STATIC_DRAW);
_indexBufferIds[part] = indexBuffer;
}
}
void GlslProgram::bindMesh(MeshPtr mesh)
{
_enabledStreamLocations.clear();
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
throw ExceptionRenderError("Cannot bind geometry without a valid program");
}
if (!mesh)
{
throw ExceptionRenderError("No mesh to bind");
}
if (mesh != _boundMesh)
{
unbindGeometry();
}
GlslProgram::InputMap foundList;
const GlslProgram::InputMap& attributeList = getAttributesList();
if (_vertexArray == UNDEFINED_OPENGL_RESOURCE_ID)
{
// Set up vertex arrays
glGenVertexArrays(1, &_vertexArray);
}
glBindVertexArray(_vertexArray);
// Bind positions
findInputs(HW::IN_POSITION, attributeList, foundList, true);
if (foundList.size())
{
bindAttribute(foundList, mesh);
}
// Bind normals
findInputs(HW::IN_NORMAL, attributeList, foundList, true);
if (foundList.size())
{
bindAttribute(foundList, mesh);
}
// Bind tangents
findInputs(HW::IN_TANGENT, attributeList, foundList, true);
if (foundList.size())
{
bindAttribute(foundList, mesh);
}
// Bind bitangents
findInputs(HW::IN_BITANGENT, attributeList, foundList, true);
if (foundList.size())
{
bindAttribute(foundList, mesh);
}
// Bind colors
// Search for anything that starts with the color prefix
findInputs(HW::IN_COLOR + "_", attributeList, foundList, false);
if (foundList.size())
{
bindAttribute(foundList, mesh);
}
// Bind texture coordinates
// Search for anything that starts with the texcoord prefix
findInputs(HW::IN_TEXCOORD + "_", attributeList, foundList, false);
if (foundList.size())
{
bindAttribute(foundList, mesh);
}
// Bind any named varying geometric property information
findInputs(HW::IN_GEOMPROP + "_", attributeList, foundList, false);
if (foundList.size())
{
bindAttribute(foundList, mesh);
}
// Bind any named uniform geometric property information
const GlslProgram::InputMap& uniformList = getUniformsList();
findInputs(HW::GEOMPROP + "_", uniformList, foundList, false);
for (const auto& input : foundList)
{
// Only handle float1-4 types for now
switch (input.second->gltype)
{
case GL_INT:
glUniform1i(input.second->location, 1);
break;
case GL_FLOAT:
glUniform1f(input.second->location, 0.0f);
break;
case GL_FLOAT_VEC2:
glUniform2f(input.second->location, 0.0f, 0.0f);
break;
case GL_FLOAT_VEC3:
glUniform3f(input.second->location, 0.0f, 0.0f, 0.0f);
break;
case GL_FLOAT_VEC4:
glUniform4f(input.second->location, 0.0f, 0.0f, 0.0f, 1.0f);
break;
default:
break;
}
}
// Store the bound mesh.
_boundMesh = mesh;
checkGlErrors("after program bind mesh");
}
void GlslProgram::unbindGeometry()
{
if (!_boundMesh)
{
return;
}
// Unbind all geometry buffers.
glBindVertexArray(UNDEFINED_OPENGL_RESOURCE_ID);
glBindBuffer(GL_ARRAY_BUFFER, UNDEFINED_OPENGL_RESOURCE_ID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, UNDEFINED_OPENGL_RESOURCE_ID);
_enabledStreamLocations.clear();
// Release attribute buffers.
for (const auto& attributeBufferId : _attributeBufferIds)
{
unsigned int bufferId = attributeBufferId.second;
if (bufferId > 0)
{
glDeleteBuffers(1, &bufferId);
}
}
_attributeBufferIds.clear();
// Release vertex array.
if (_vertexArray != UNDEFINED_OPENGL_RESOURCE_ID)
{
glDeleteVertexArrays(1, &_vertexArray);
_vertexArray = UNDEFINED_OPENGL_RESOURCE_ID;
}
// Release index buffers.
for (const auto& indexBufferId : _indexBufferIds)
{
unsigned int bufferId = indexBufferId.second;
if (bufferId > 0)
{
glDeleteBuffers(1, &bufferId);
}
}
_indexBufferIds.clear();
// Clear the bound mesh.
_boundMesh = nullptr;
checkGlErrors("after program unbind geometry");
}
ImagePtr GlslProgram::bindTexture(unsigned int uniformType, int uniformLocation, const FilePath& filePath,
ImageHandlerPtr imageHandler, const ImageSamplingProperties& samplingProperties)
{
if (uniformLocation >= 0 &&
uniformType >= GL_SAMPLER_1D && uniformType <= GL_SAMPLER_CUBE)
{
// Acquire the image.
ImagePtr image = imageHandler->acquireImage(filePath, samplingProperties.defaultColor);
if (imageHandler->bindImage(image, samplingProperties))
{
GLTextureHandlerPtr textureHandler = std::static_pointer_cast<GLTextureHandler>(imageHandler);
int textureLocation = textureHandler->getBoundTextureLocation(image->getResourceId());
if (textureLocation >= 0)
{
glUniform1i(uniformLocation, textureLocation);
}
}
checkGlErrors("after program bind texture");
return image;
}
return nullptr;
}
MaterialX::ValuePtr GlslProgram::findUniformValue(const string& uniformName, const GlslProgram::InputMap& uniformList)
{
auto uniform = uniformList.find(uniformName);
if (uniform != uniformList.end())
{
int location = uniform->second->location;
if (location >= 0)
{
return uniform->second->value;
}
}
return nullptr;
}
void GlslProgram::bindTextures(ImageHandlerPtr imageHandler)
{
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
throw ExceptionRenderError("Cannot bind textures without a valid program");
}
if (!imageHandler)
{
throw ExceptionRenderError("Cannot bind textures without an image handler");
}
// Bind textures based on uniforms found in the program
const GlslProgram::InputMap& uniformList = getUniformsList();
const VariableBlock& publicUniforms = _shader->getStage(Stage::PIXEL).getUniformBlock(HW::PUBLIC_UNIFORMS);
for (const auto& uniform : uniformList)
{
GLenum uniformType = uniform.second->gltype;
GLint uniformLocation = uniform.second->location;
if (uniformLocation >= 0 &&
uniformType >= GL_SAMPLER_1D && uniformType <= GL_SAMPLER_CUBE)
{
const string fileName(uniform.second->value ? uniform.second->value->getValueString() : "");
// Always bind a texture unless it is a lighting texture.
// Lighting textures are handled in the bindLighting() call.
// If no texture can be loaded then the default color defined in
// "samplingProperties" will be used to create a fallback texture.
if (fileName != HW::ENV_RADIANCE &&
fileName != HW::ENV_IRRADIANCE)
{
ImageSamplingProperties samplingProperties;
samplingProperties.setProperties(uniform.first, publicUniforms);
bindTexture(uniformType, uniformLocation, fileName, imageHandler, samplingProperties);
}
}
}
}
void GlslProgram::bindLighting(LightHandlerPtr lightHandler, ImageHandlerPtr imageHandler)
{
if (!lightHandler)
{
// Nothing to bind if a light handler is not used. This is a valid condition
// for shaders that don't need lighting, so just exit silently.
return;
}
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
throw ExceptionRenderError("Cannot bind without a valid program");
}
// Bind environment lighting properties.
Matrix44 envRotation = Matrix44::createRotationY(PI) * lightHandler->getLightTransform().getTranspose();
bindUniform(HW::ENV_MATRIX, Value::createValue(envRotation), false);
bindUniform(HW::ENV_RADIANCE_SAMPLES, Value::createValue(lightHandler->getEnvSampleCount()), false);
bindUniform(HW::ENV_LIGHT_INTENSITY, Value::createValue(lightHandler->getEnvLightIntensity()), false);
ImagePtr envRadiance = nullptr;
if (lightHandler->getIndirectLighting())
{
envRadiance = lightHandler->getUsePrefilteredMap() ?
lightHandler->getEnvPrefilteredMap() :
lightHandler->getEnvRadianceMap();
}
else
{
envRadiance = imageHandler->getZeroImage();
}
ImageMap envImages =
{
{ HW::ENV_RADIANCE, envRadiance },
{ HW::ENV_IRRADIANCE, lightHandler->getIndirectLighting() ? lightHandler->getEnvIrradianceMap() : imageHandler->getZeroImage() }
};
for (const auto& env : envImages)
{
std::string uniform = env.first;
ImagePtr image = env.second;
if (image && hasUniform(env.first))
{
ImageSamplingProperties samplingProperties;
samplingProperties.uaddressMode = ImageSamplingProperties::AddressMode::PERIODIC;
samplingProperties.vaddressMode = ImageSamplingProperties::AddressMode::CLAMP;
samplingProperties.filterType = ImageSamplingProperties::FilterType::LINEAR;
// Bind the environment image.
if (imageHandler->bindImage(image, samplingProperties))
{
GLTextureHandlerPtr textureHandler = std::static_pointer_cast<GLTextureHandler>(imageHandler);
int textureLocation = textureHandler->getBoundTextureLocation(image->getResourceId());
if (textureLocation >= 0)
{
bindUniform(uniform, Value::createValue(textureLocation));
}
// Bind any associated uniforms.
if (uniform == HW::ENV_RADIANCE)
{
bindUniform(HW::ENV_RADIANCE_MIPS, Value::createValue((int) image->getMaxMipCount()), false);
}
}
}
}
bindUniform(HW::REFRACTION_TWO_SIDED, Value::createValue(lightHandler->getRefractionTwoSided()), false);
// Bind direct lighting properties.
if (hasUniform(HW::NUM_ACTIVE_LIGHT_SOURCES))
{
int lightCount = lightHandler->getDirectLighting() ? (int) lightHandler->getLightSources().size() : 0;
bindUniform(HW::NUM_ACTIVE_LIGHT_SOURCES, Value::createValue(lightCount));
LightIdMap idMap = lightHandler->computeLightIdMap(lightHandler->getLightSources());
size_t index = 0;
for (NodePtr light : lightHandler->getLightSources())
{
auto nodeDef = light->getNodeDef();
if (!nodeDef)
{
continue;
}
const std::string prefix = HW::LIGHT_DATA_INSTANCE + "[" + std::to_string(index) + "]";
// Set light type id
std::string lightType(prefix + ".type");
if (hasUniform(lightType))
{
unsigned int lightTypeValue = idMap[nodeDef->getName()];
bindUniform(lightType, Value::createValue((int) lightTypeValue));
}
// Set all inputs
for (const auto& input : light->getInputs())
{
// Make sure we have a value to set
if (input->hasValue())
{
std::string inputName(prefix + "." + input->getName());
if (hasUniform(inputName))
{
if (input->getName() == "direction" && input->hasValue() && input->getValue()->isA<Vector3>())
{
Vector3 dir = input->getValue()->asA<Vector3>();
dir = lightHandler->getLightTransform().transformVector(dir);
bindUniform(inputName, Value::createValue(dir));
}
else
{
bindUniform(inputName, input->getValue());
}
}
}
}
++index;
}
}
// Bind the directional albedo table, if needed.
ImagePtr albedoTable = lightHandler->getAlbedoTable();
if (albedoTable && hasUniform(HW::ALBEDO_TABLE))
{
ImageSamplingProperties samplingProperties;
samplingProperties.uaddressMode = ImageSamplingProperties::AddressMode::CLAMP;
samplingProperties.vaddressMode = ImageSamplingProperties::AddressMode::CLAMP;
samplingProperties.filterType = ImageSamplingProperties::FilterType::LINEAR;
if (imageHandler->bindImage(albedoTable, samplingProperties))
{
GLTextureHandlerPtr textureHandler = std::static_pointer_cast<GLTextureHandler>(imageHandler);
int textureLocation = textureHandler->getBoundTextureLocation(albedoTable->getResourceId());
if (textureLocation >= 0)
{
bindUniform(HW::ALBEDO_TABLE, Value::createValue(textureLocation));
}
}
}
}
bool GlslProgram::hasUniform(const string& name)
{
const GlslProgram::InputMap& uniformList = getUniformsList();
return uniformList.find(name) != uniformList.end();
}
void GlslProgram::bindUniform(const string& name, ConstValuePtr value, bool errorIfMissing)
{
const GlslProgram::InputMap& uniformList = getUniformsList();
auto input = uniformList.find(name);
if (input != uniformList.end())
{
int location = input->second->location;
if (location < 0)
{
if (errorIfMissing)
{
throw ExceptionRenderError("Unknown uniform: " + name);
}
return;
}
bindUniformLocation(location, value);
}
}
void GlslProgram::bindUniformLocation(int location, ConstValuePtr value)
{
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
throw ExceptionRenderError("Cannot bind without a valid program");
}
if (location >= 0 && value->getValueString() != EMPTY_STRING)
{
if (value->getTypeString() == "float")
{
float v = value->asA<float>();
glUniform1f(location, v);
}
else if (value->getTypeString() == "integer")
{
int v = value->asA<int>();
glUniform1i(location, v);
}
else if (value->getTypeString() == "boolean")
{
bool v = value->asA<bool>();
glUniform1i(location, v ? 1 : 0);
}
else if (value->getTypeString() == "color3")
{
Color3 v = value->asA<Color3>();
glUniform3f(location, v[0], v[1], v[2]);
}
else if (value->getTypeString() == "color4")
{
Color4 v = value->asA<Color4>();
glUniform4f(location, v[0], v[1], v[2], v[3]);
}
else if (value->getTypeString() == "vector2")
{
Vector2 v = value->asA<Vector2>();
glUniform2f(location, v[0], v[1]);
}
else if (value->getTypeString() == "vector3")
{
Vector3 v = value->asA<Vector3>();
glUniform3f(location, v[0], v[1], v[2]);
}
else if (value->getTypeString() == "vector4")
{
Vector4 v = value->asA<Vector4>();
glUniform4f(location, v[0], v[1], v[2], v[3]);
}
else if (value->getTypeString() == "matrix33")
{
Matrix33 m = value->asA<Matrix33>();
glUniformMatrix3fv(location, 1, GL_FALSE, m.data());
}
else if (value->getTypeString() == "matrix44")
{
Matrix44 m = value->asA<Matrix44>();
glUniformMatrix4fv(location, 1, GL_FALSE, m.data());
}
else
{
throw ExceptionRenderError("Unsupported data type when setting uniform value");
}
}
}
void GlslProgram::bindViewInformation(CameraPtr camera)
{
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
throw ExceptionRenderError("Cannot bind without a valid program");
}
if (!camera)
{
throw ExceptionRenderError("Cannot bind without a camera");
}
// View position and direction
bindUniform(HW::VIEW_POSITION, Value::createValue(camera->getViewPosition()), false);
bindUniform(HW::VIEW_DIRECTION, Value::createValue(camera->getViewDirection()), false);
// World matrices
Matrix44 worldInv = camera->getWorldMatrix().getInverse();
bindUniform(HW::WORLD_MATRIX, Value::createValue(camera->getWorldMatrix()), false);
bindUniform(HW::WORLD_TRANSPOSE_MATRIX, Value::createValue(camera->getWorldMatrix().getTranspose()), false);
bindUniform(HW::WORLD_INVERSE_MATRIX, Value::createValue(worldInv), false);
bindUniform(HW::WORLD_INVERSE_TRANSPOSE_MATRIX, Value::createValue(worldInv.getTranspose()), false);
// View matrices
Matrix44 viewInv = camera->getViewMatrix().getInverse();
bindUniform(HW::VIEW_MATRIX, Value::createValue(camera->getViewMatrix()), false);
bindUniform(HW::VIEW_TRANSPOSE_MATRIX, Value::createValue(camera->getViewMatrix().getTranspose()), false);
bindUniform(HW::VIEW_INVERSE_MATRIX, Value::createValue(viewInv), false);
bindUniform(HW::VIEW_INVERSE_TRANSPOSE_MATRIX, Value::createValue(viewInv.getTranspose()), false);
// Projection matrices
Matrix44 projInv = camera->getProjectionMatrix().getInverse();
bindUniform(HW::PROJ_MATRIX, Value::createValue(camera->getProjectionMatrix()), false);
bindUniform(HW::PROJ_TRANSPOSE_MATRIX, Value::createValue(camera->getProjectionMatrix().getTranspose()), false);
bindUniform(HW::PROJ_INVERSE_MATRIX, Value::createValue(projInv), false);
bindUniform(HW::PROJ_INVERSE_TRANSPOSE_MATRIX, Value::createValue(projInv.getTranspose()), false);
// View-projection matrix
Matrix44 viewProj = camera->getViewMatrix() * camera->getProjectionMatrix();
bindUniform(HW::VIEW_PROJECTION_MATRIX, Value::createValue(viewProj), false);
// View-projection-world matrix
Matrix44 worldViewProj = camera->getWorldViewProjMatrix();
bindUniform(HW::WORLD_VIEW_PROJECTION_MATRIX, Value::createValue(worldViewProj), false);
}
void GlslProgram::bindTimeAndFrame(float time, float frame)
{
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
throw ExceptionRenderError("Cannot bind time/frame without a valid program");
}
bindUniform(HW::TIME, Value::createValue(time), false);
bindUniform(HW::FRAME, Value::createValue(frame), false);
}
bool GlslProgram::hasActiveAttributes() const
{
GLint activeAttributeCount = 0;
if (_programId != UNDEFINED_OPENGL_RESOURCE_ID)
{
glGetProgramiv(_programId, GL_ACTIVE_ATTRIBUTES, &activeAttributeCount);
}
return activeAttributeCount > 0;
}
void GlslProgram::unbind() const
{
glUseProgram(UNDEFINED_OPENGL_RESOURCE_ID);
}
const GlslProgram::InputMap& GlslProgram::getUniformsList()
{
return updateUniformsList();
}
const GlslProgram::InputMap& GlslProgram::getAttributesList()
{
return updateAttributesList();
}
const GlslProgram::InputMap& GlslProgram::updateUniformsList()
{
if (_uniformList.size() > 0)
{
return _uniformList;
}
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
throw ExceptionRenderError("Cannot parse for uniforms without a valid program");
}
// Scan for textures
int uniformCount = -1;
int uniformSize = -1;
GLenum uniformType = 0;
int maxNameLength = 0;
glGetProgramiv(_programId, GL_ACTIVE_UNIFORMS, &uniformCount);
glGetProgramiv(_programId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
char* uniformName = new char[maxNameLength];
for (int i = 0; i < uniformCount; i++)
{
glGetActiveUniform(_programId, GLuint(i), maxNameLength, nullptr, &uniformSize, &uniformType, uniformName);
GLint uniformLocation = glGetUniformLocation(_programId, uniformName);
if (uniformLocation >= 0)
{
InputPtr inputPtr = std::make_shared<Input>(uniformLocation, uniformType, uniformSize, EMPTY_STRING);
_uniformList[string(uniformName)] = inputPtr;
}
}
delete[] uniformName;
if (_shader)
{
StringVec errors;
// Check for any type mismatches between the program and the h/w shader.
// i.e the type indicated by the HwShader does not match what was generated.
bool uniformTypeMismatchFound = false;
const ShaderStage& ps = _shader->getStage(Stage::PIXEL);
const ShaderStage& vs = _shader->getStage(Stage::VERTEX);
// Process constants
const VariableBlock& constants = ps.getConstantBlock();
for (size_t i = 0; i < constants.size(); ++i)
{
const ShaderPort* v = constants[i];
// There is no way to match with an unnamed variable
if (v->getVariable().empty())
{
continue;
}
// TODO: Shoud we really create new ones here each update?
InputPtr inputPtr = std::make_shared<Input>(-1, -1, int(v->getType()->getSize()), EMPTY_STRING);
_uniformList[v->getVariable()] = inputPtr;
inputPtr->isConstant = true;
inputPtr->value = v->getValue();
inputPtr->typeString = v->getType()->getName();
inputPtr->path = v->getPath();
}
// Process pixel stage uniforms
for (const auto& uniformMap : ps.getUniformBlocks())
{
const VariableBlock& uniforms = *uniformMap.second;
if (uniforms.getName() == HW::LIGHT_DATA)
{
// Need to go through LightHandler to match with uniforms
continue;
}
for (size_t i = 0; i < uniforms.size(); ++i)
{
const ShaderPort* v = uniforms[i];
int glType = mapTypeToOpenGLType(v->getType());
// There is no way to match with an unnamed variable
if (v->getVariable().empty())
{
continue;
}
// Ignore types which are unsupported in GLSL.
if (glType == Input::INVALID_OPENGL_TYPE)
{
continue;
}
auto inputIt = _uniformList.find(v->getVariable());
if (inputIt != _uniformList.end())
{
Input* input = inputIt->second.get();
input->path = v->getPath();
input->unit = v->getUnit();
input->colorspace = v->getColorSpace();
input->value = v->getValue();
if (input->gltype == glType)
{
input->typeString = v->getType()->getName();
}
else
{
errors.push_back(
"Pixel shader uniform block type mismatch [" + uniforms.getName() + "]. "
+ "Name: \"" + v->getVariable()
+ "\". Type: \"" + v->getType()->getName()
+ "\". Semantic: \"" + v->getSemantic()
+ "\". Value: \"" + (v->getValue() ? v->getValue()->getValueString() : "<none>")
+ "\". Unit: \"" + (!v->getUnit().empty() ? v->getUnit() : "<none>")
+ "\". Colorspace: \"" + (!v->getColorSpace().empty() ? v->getColorSpace() : "<none>")
+ "\". GLType: " + std::to_string(mapTypeToOpenGLType(v->getType()))
);
uniformTypeMismatchFound = true;
}
}
}
}
// Process vertex stage uniforms
for (const auto& uniformMap : vs.getUniformBlocks())
{
const VariableBlock& uniforms = *uniformMap.second;
for (size_t i = 0; i < uniforms.size(); ++i)
{
const ShaderPort* v = uniforms[i];
auto inputIt = _uniformList.find(v->getVariable());
if (inputIt != _uniformList.end())
{
Input* input = inputIt->second.get();
if (input->gltype == mapTypeToOpenGLType(v->getType()))
{
input->typeString = v->getType()->getName();
input->value = v->getValue();
input->path = v->getPath();
input->unit = v->getUnit();
input->colorspace = v->getColorSpace();
}
else
{
errors.push_back(
"Vertex shader uniform block type mismatch [" + uniforms.getName() + "]. "
+ "Name: \"" + v->getVariable()
+ "\". Type: \"" + v->getType()->getName()
+ "\". Semantic: \"" + v->getSemantic()
+ "\". Value: \"" + (v->getValue() ? v->getValue()->getValueString() : "<none>")
+ "\". Unit: \"" + (!v->getUnit().empty() ? v->getUnit() : "<none>")
+ "\". Colorspace: \"" + (!v->getColorSpace().empty() ? v->getColorSpace() : "<none>")
+ "\". GLType: " + std::to_string(mapTypeToOpenGLType(v->getType()))
);
uniformTypeMismatchFound = true;
}
}
}
}
// Throw an error if any type mismatches were found
if (uniformTypeMismatchFound)
{
throw ExceptionRenderError("GLSL uniform parsing error", errors);
}
}
return _uniformList;
}
int GlslProgram::mapTypeToOpenGLType(const TypeDesc* type)
{
if (*type == *Type::INTEGER)
return GL_INT;
else if (*type == *Type::BOOLEAN)
return GL_BOOL;
else if (*type == *Type::FLOAT)
return GL_FLOAT;
else if (type->isFloat2())
return GL_FLOAT_VEC2;
else if (type->isFloat3())
return GL_FLOAT_VEC3;
else if (type->isFloat4())
return GL_FLOAT_VEC4;
else if (*type == *Type::MATRIX33)
return GL_FLOAT_MAT3;
else if (*type == *Type::MATRIX44)
return GL_FLOAT_MAT4;
else if (*type == *Type::FILENAME)
{
// A "filename" is not indicative of type, so just return a 2d sampler.
return GL_SAMPLER_2D;
}
return GlslProgram::Input::INVALID_OPENGL_TYPE;
}
const GlslProgram::InputMap& GlslProgram::updateAttributesList()
{
if (_attributeList.size() > 0)
{
return _attributeList;
}
if (_programId == UNDEFINED_OPENGL_RESOURCE_ID)
{
throw ExceptionRenderError("Cannot parse for attributes without a valid program");
}
GLint numAttributes = 0;
GLint maxNameLength = 0;
glGetProgramiv(_programId, GL_ACTIVE_ATTRIBUTES, &numAttributes);
glGetProgramiv(_programId, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxNameLength);
char* attributeName = new char[maxNameLength];
for (int i = 0; i < numAttributes; i++)
{
GLint attributeSize = 0;
GLenum attributeType = 0;
glGetActiveAttrib(_programId, GLuint(i), maxNameLength, nullptr, &attributeSize, &attributeType, attributeName);
GLint attributeLocation = glGetAttribLocation(_programId, attributeName);
if (attributeLocation >= 0)
{
InputPtr inputPtr = std::make_shared<Input>(attributeLocation, attributeType, attributeSize, EMPTY_STRING);
// Attempt to pull out the set number for specific attributes
//
string sattributeName(attributeName);
const string colorSet(HW::IN_COLOR + "_");
const string uvSet(HW::IN_TEXCOORD + "_");
if (string::npos != sattributeName.find(colorSet))
{
string setNumber = sattributeName.substr(colorSet.size(), sattributeName.size());
inputPtr->value = Value::createValueFromStrings(setNumber, getTypeString<int>());
}
else if (string::npos != sattributeName.find(uvSet))
{
string setNumber = sattributeName.substr(uvSet.size(), sattributeName.size());
inputPtr->value = Value::createValueFromStrings(setNumber, getTypeString<int>());
}
_attributeList[sattributeName] = inputPtr;
}
}
delete[] attributeName;
if (_shader)
{
const ShaderStage& vs = _shader->getStage(Stage::VERTEX);
bool uniformTypeMismatchFound = false;
StringVec errors;
const VariableBlock& vertexInputs = vs.getInputBlock(HW::VERTEX_INPUTS);
if (!vertexInputs.empty())
{
for (size_t i = 0; i < vertexInputs.size(); ++i)
{
const ShaderPort* v = vertexInputs[i];
auto inputIt = _attributeList.find(v->getVariable());
if (inputIt != _attributeList.end())
{
Input* input = inputIt->second.get();
input->value = v->getValue();
if (input->gltype == mapTypeToOpenGLType(v->getType()))
{
input->typeString = v->getType()->getName();
}
else
{
errors.push_back(
"Vertex shader attribute type mismatch in block. Name: \"" + v->getVariable()
+ "\". Type: \"" + v->getType()->getName()
+ "\". Semantic: \"" + v->getSemantic()
+ "\". Value: \"" + (v->getValue() ? v->getValue()->getValueString() : "<none>")
+ "\". GLType: " + std::to_string(mapTypeToOpenGLType(v->getType()))
);
uniformTypeMismatchFound = true;
}
}
}
}
// Throw an error if any type mismatches were found
if (uniformTypeMismatchFound)
{
throw ExceptionRenderError("GLSL attribute parsing error", errors);
}
}
return _attributeList;
}
void GlslProgram::findInputs(const string& variable,
const InputMap& variableList,
InputMap& foundList,
bool exactMatch)
{
foundList.clear();
// Scan all attributes which match the attribute identifier completely or as a prefix
//
int ilocation = UNDEFINED_OPENGL_PROGRAM_LOCATION;
auto input = variableList.find(variable);
if (input != variableList.end())
{
ilocation = input->second->location;
if (ilocation >= 0)
{
foundList[variable] = input->second;
}
}
else if (!exactMatch)
{
for (input = variableList.begin(); input != variableList.end(); ++input)
{
const string& name = input->first;
if (name.compare(0, variable.size(), variable) == 0)
{
ilocation = input->second->location;
if (ilocation >= 0)
{
foundList[input->first] = input->second;
}
}
}
}
}
void GlslProgram::printUniforms(std::ostream& outputStream)
{
updateUniformsList();
for (const auto& input : _uniformList)
{
unsigned int gltype = input.second->gltype;
int location = input.second->location;
int size = input.second->size;
string type = input.second->typeString;
string value = input.second->value ? input.second->value->getValueString() : EMPTY_STRING;
string unit = input.second->unit;
string colorspace = input.second->colorspace;
bool isConstant = input.second->isConstant;
outputStream << "Program Uniform: \"" << input.first
<< "\". Location:" << location
<< ". GLtype: " << std::hex << gltype
<< ". Size: " << std::dec << size;
if (!type.empty())
outputStream << ". TypeString: \"" << type << "\"";
if (!value.empty())
{
outputStream << ". Value: " << value;
if (!unit.empty())
outputStream << ". Unit: " << unit;
if (!colorspace.empty())
outputStream << ". Colorspace: " << colorspace;
}
outputStream << ". Is constant: " << isConstant;
if (!input.second->path.empty())
outputStream << ". Element Path: \"" << input.second->path << "\"";
outputStream << "." << std::endl;
}
}
void GlslProgram::printAttributes(std::ostream& outputStream)
{
updateAttributesList();
for (const auto& input : _attributeList)
{
unsigned int gltype = input.second->gltype;
int location = input.second->location;
int size = input.second->size;
string type = input.second->typeString;
string value = input.second->value ? input.second->value->getValueString() : EMPTY_STRING;
outputStream << "Program Attribute: \"" << input.first
<< "\". Location:" << location
<< ". GLtype: " << std::hex << gltype
<< ". Size: " << std::dec << size;
if (!type.empty())
outputStream << ". TypeString: \"" << type << "\"";
if (!value.empty())
outputStream << ". Value: " << value;
outputStream << "." << std::endl;
}
}
MATERIALX_NAMESPACE_END