Renderer/src/main/java/electrosphere/renderer/shader/VisualShader.java
austin 46fc63bc63
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VisualShader work
2024-11-25 18:00:09 -05:00

544 lines
26 KiB
Java

package electrosphere.renderer.shader;
import java.io.File;
import java.io.IOException;
import java.nio.file.Files;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.regex.Matcher;
import java.util.regex.Pattern;
import javax.management.RuntimeErrorException;
import org.lwjgl.opengl.GL40;
import electrosphere.engine.Globals;
import electrosphere.engine.assetmanager.AssetDataStrings;
import electrosphere.logger.LoggerInterface;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.RenderingEngine;
import electrosphere.util.FileUtils;
/**
* A visual shader program
*/
public class VisualShader implements Shader {
/**
* The vertex shader location
*/
int vertexShader;
/**
* The fragment shader location
*/
int fragmentShader;
/**
* The shader's ID
*/
int shaderId;
/**
* The map of uniform location -> current value of uniform
*/
public Map<Integer,Object> uniformMap = new HashMap<Integer,Object>();
/**
* The map of path -> already compiled shader
*/
static Map<String,VisualShader> alreadyCompiledMap = new HashMap<String,VisualShader>();
/**
* Recursively preprocesses a file
* @param currentFile The file to preprocess
* @return The contents of the file
*/
private static String recursivelyPreprocessFile(String input){
return VisualShader.recursivelyPreprocessFile(FileUtils.getAssetFile(input), new LinkedList<String>());
}
/**
* Recursively preprocesses a file
* @param currentFile The file to preprocess
* @return The contents of the file
*/
private static String recursivelyPreprocessFile(File currentFile, List<String> includes){
String contents = null;
try {
contents = Files.readString(currentFile.toPath());
} catch (IOException e) {
LoggerInterface.loggerRenderer.ERROR(e);
}
Pattern includePattern = Pattern.compile("#include \"(.*)\"");
Matcher matcher = includePattern.matcher(contents);
int i = 1;
while(matcher.find()){
String group = matcher.group(i);
if(!includes.contains(group)){
File directory = currentFile.getParentFile();
File newFile = new File(directory.getPath() + "/" + group);
String includeContent = VisualShader.recursivelyPreprocessFile(newFile, includes);
contents = contents.replace("#include \"" + group + "\"", includeContent);
}
i++;
}
//remove strings that we don't want to include
contents = contents.replace("#extension GL_ARB_shading_language_include : require","");
return contents;
}
/**
* Smart assembles a shader
* @param ContainsBones true if the mesh contains bones
* @param apply_lighting true if lighting should be applied
* @return The visual shader
*/
public static VisualShader smartAssembleShader(boolean ContainsBones, boolean apply_lighting){
//return shader if it has already been compiled
String shaderKey = ContainsBones + "-" + apply_lighting;
if(alreadyCompiledMap.containsKey(shaderKey)){
return alreadyCompiledMap.get(shaderKey);
}
String vertex_shader_path = "";
if(ContainsBones){
vertex_shader_path = "/Shaders/VertexShader.vs";
} else {
vertex_shader_path = "/Shaders/VertexShaderNoBones.vs";
}
String fragment_shader_path = "/Shaders/FragmentShader.fs";
//
//Create ShaderProgram object
//
VisualShader rVal = new VisualShader();
//
//Read in shader programs
//
String vertexShaderSource = VisualShader.recursivelyPreprocessFile(vertex_shader_path);
String fragmentShaderSource = VisualShader.recursivelyPreprocessFile(fragment_shader_path);
//Creates a new shader object and assigns its 'pointer' to the integer "vertexShader"
rVal.vertexShader = GL40.glCreateShader(GL40.GL_VERTEX_SHADER);
//This alerts openGL to the presence of a vertex shader and points the shader at its source
GL40.glShaderSource(rVal.vertexShader, vertexShaderSource);
//Compiles the source for the vertex shader object
GL40.glCompileShader(rVal.vertexShader);
//The following tests if the vertex shader compiles successfully
int success;
success = GL40.glGetShaderi(rVal.vertexShader, GL40.GL_COMPILE_STATUS);
if (success != GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.WARNING("Vertex Shader failed to compile!");
LoggerInterface.loggerRenderer.WARNING("Source is: ");
LoggerInterface.loggerRenderer.WARNING(GL40.glGetShaderSource(rVal.vertexShader));
LoggerInterface.loggerRenderer.ERROR("Runtime Exception", new RuntimeException(GL40.glGetShaderInfoLog(rVal.vertexShader)));
}
//Creates and opengl object for a fragment shader and assigns its 'pointer' to the integer fragmentShader
rVal.fragmentShader = GL40.glCreateShader(GL40.GL_FRAGMENT_SHADER);
//This points the opengl shadder object to its proper source
GL40.glShaderSource(rVal.fragmentShader, fragmentShaderSource);
//This compiles the shader object
GL40.glCompileShader(rVal.fragmentShader);
//This tests for the success of the compile attempt
success = GL40.glGetShaderi(rVal.fragmentShader, GL40.GL_COMPILE_STATUS);
if (success != GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.WARNING("Fragment Shader failed to compile!");
LoggerInterface.loggerRenderer.WARNING("Source is: ");
LoggerInterface.loggerRenderer.WARNING(GL40.glGetShaderSource(rVal.fragmentShader));
LoggerInterface.loggerRenderer.ERROR("Runtime Exception", new RuntimeException(GL40.glGetShaderInfoLog(rVal.fragmentShader)));
}
//This creates a shader program opengl object and assigns its 'pointer' to the integer shaderProgram
rVal.shaderId = GL40.glCreateProgram();
//This attaches the vertex and fragment shaders to the program
GL40.glAttachShader(rVal.shaderId, rVal.vertexShader);
GL40.glAttachShader(rVal.shaderId, rVal.fragmentShader);
//This links the program to the GPU (I think its to the GPU anyway)
GL40.glLinkProgram(rVal.shaderId);
//Tests for the success of the shader program creation
success = GL40.glGetProgrami(rVal.shaderId, GL40.GL_LINK_STATUS);
if (success != GL40.GL_TRUE) {
throw new RuntimeException(GL40.glGetProgramInfoLog(rVal.shaderId));
}
//Deletes the individual shader objects to free up memory
GL40.glDeleteShader(rVal.vertexShader);
GL40.glDeleteShader(rVal.fragmentShader);
alreadyCompiledMap.put(shaderKey,rVal);
return rVal;
}
/**
* Intelligently assembles a shader for use in OIT part of render pipeline
* @param ContainsBones True if contains bones
* @param apply_lighting True if should apply lighting
* @return The int-pointer to the shader compiled
*/
public static VisualShader smartAssembleOITProgram(boolean ContainsBones, boolean apply_lighting){
//return shader if it has already been compiled
String shaderKey = "oit" + ContainsBones + "-" + apply_lighting;
if(alreadyCompiledMap.containsKey(shaderKey)){
return alreadyCompiledMap.get(shaderKey);
}
String vertex_shader_path = "";
if(ContainsBones){
vertex_shader_path = "/Shaders/core/oit/general/VertexShader.vs";
} else {
vertex_shader_path = "/Shaders/core/oit/general/VertexShaderNoBones.vs";
}
String fragment_shader_path = "/Shaders/core/oit/general/FragmentShader.fs";
//
//Create ShaderProgram object
//
VisualShader rVal = new VisualShader();
//
//Read in shader programs
//
String vertexShaderSource = VisualShader.recursivelyPreprocessFile(vertex_shader_path);
String fragmentShaderSource = VisualShader.recursivelyPreprocessFile(fragment_shader_path);
//Creates a new shader object and assigns its 'pointer' to the integer "vertexShader"
rVal.vertexShader = GL40.glCreateShader(GL40.GL_VERTEX_SHADER);
//This alerts openGL to the presence of a vertex shader and points the shader at its source
GL40.glShaderSource(rVal.vertexShader, vertexShaderSource);
//Compiles the source for the vertex shader object
GL40. glCompileShader(rVal.vertexShader);
//The following tests if the vertex shader compiles successfully
int success;
success = GL40.glGetShaderi(rVal.vertexShader, GL40.GL_COMPILE_STATUS);
if (success != GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.WARNING("Vertex Shader failed to compile!");
LoggerInterface.loggerRenderer.WARNING("Source is: ");
LoggerInterface.loggerRenderer.WARNING(GL40.glGetShaderSource(rVal.vertexShader));
LoggerInterface.loggerRenderer.ERROR("Runtime Exception", new RuntimeException(GL40.glGetShaderInfoLog(rVal.vertexShader)));
}
//Creates and opengl object for a fragment shader and assigns its 'pointer' to the integer fragmentShader
rVal.fragmentShader = GL40.glCreateShader(GL40.GL_FRAGMENT_SHADER);
//This points the opengl shadder object to its proper source
GL40.glShaderSource(rVal.fragmentShader, fragmentShaderSource);
//This compiles the shader object
GL40.glCompileShader(rVal.fragmentShader);
//This tests for the success of the compile attempt
success = GL40.glGetShaderi(rVal.fragmentShader, GL40.GL_COMPILE_STATUS);
if (success != GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.WARNING("Fragment Shader failed to compile!");
LoggerInterface.loggerRenderer.WARNING("Source is: ");
LoggerInterface.loggerRenderer.WARNING(GL40.glGetShaderSource(rVal.fragmentShader));
LoggerInterface.loggerRenderer.ERROR("Runtime Exception", new RuntimeException(GL40.glGetShaderInfoLog(rVal.fragmentShader)));
}
//This creates a shader program opengl object and assigns its 'pointer' to the integer shaderProgram
rVal.shaderId = GL40.glCreateProgram();
//This attaches the vertex and fragment shaders to the program
GL40.glAttachShader(rVal.shaderId, rVal.vertexShader);
GL40.glAttachShader(rVal.shaderId, rVal.fragmentShader);
//This links the program to the GPU (I think its to the GPU anyway)
GL40. glLinkProgram(rVal.shaderId);
//Tests for the success of the shader program creation
success = GL40.glGetProgrami(rVal.shaderId, GL40.GL_LINK_STATUS);
if (success != GL40.GL_TRUE) {
throw new RuntimeException(GL40.glGetProgramInfoLog(rVal.shaderId));
}
//Deletes the individual shader objects to free up memory
GL40.glDeleteShader(rVal.vertexShader);
GL40.glDeleteShader(rVal.fragmentShader);
alreadyCompiledMap.put(shaderKey,rVal);
return rVal;
}
/**
* Loads the default shader program
* @return The default shader
*/
public static VisualShader loadDefaultShaderProgram(){
//
//Create ShaderProgram object
//
VisualShader rVal = new VisualShader();
//
//Read in shader programs
//
String vertexShaderSource = VisualShader.recursivelyPreprocessFile(AssetDataStrings.SHADER_DEFAULT_VERT);
String fragmentShaderSource = VisualShader.recursivelyPreprocessFile(AssetDataStrings.SHADER_DEFAULT_FRAG);
//Creates a new shader object and assigns its 'pointer' to the integer "vertexShader"
rVal.vertexShader = GL40.glCreateShader(GL40.GL_VERTEX_SHADER);
//This alerts openGL to the presence of a vertex shader and points the shader at its source
GL40.glShaderSource(rVal.vertexShader, vertexShaderSource);
//Compiles the source for the vertex shader object
GL40.glCompileShader(rVal.vertexShader);
//The following tests if the vertex shader compiles successfully
int success;
success = GL40.glGetShaderi(rVal.vertexShader, GL40.GL_COMPILE_STATUS);
if (success != GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.WARNING("Vertex Shader failed to compile!");
LoggerInterface.loggerRenderer.WARNING("Source is: ");
LoggerInterface.loggerRenderer.WARNING(GL40.glGetShaderSource(rVal.vertexShader));
LoggerInterface.loggerRenderer.ERROR("Runtime Exception", new RuntimeException(GL40.glGetShaderInfoLog(rVal.vertexShader)));
}
//Creates and opengl object for a fragment shader and assigns its 'pointer' to the integer fragmentShader
rVal.fragmentShader = GL40.glCreateShader(GL40.GL_FRAGMENT_SHADER);
//This points the opengl shadder object to its proper source
GL40.glShaderSource(rVal.fragmentShader, fragmentShaderSource);
//This compiles the shader object
GL40.glCompileShader(rVal.fragmentShader);
//This tests for the success of the compile attempt
success = GL40.glGetShaderi(rVal.fragmentShader, GL40.GL_COMPILE_STATUS);
if (success != GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.WARNING("Fragment Shader failed to compile!");
LoggerInterface.loggerRenderer.WARNING("Source is: ");
LoggerInterface.loggerRenderer.WARNING(GL40.glGetShaderSource(rVal.fragmentShader));
LoggerInterface.loggerRenderer.ERROR("Runtime Exception", new RuntimeException(GL40.glGetShaderInfoLog(rVal.fragmentShader)));
}
//This creates a shader program opengl object and assigns its 'pointer' to the integer shaderProgram
rVal.shaderId = GL40.glCreateProgram();
//This attaches the vertex and fragment shaders to the program
GL40.glAttachShader(rVal.shaderId, rVal.vertexShader);
GL40.glAttachShader(rVal.shaderId, rVal.fragmentShader);
//This links the program to the GPU (I think its to the GPU anyway)
GL40.glLinkProgram(rVal.shaderId);
//Tests for the success of the shader program creation
success = GL40.glGetProgrami(rVal.shaderId, GL40.GL_LINK_STATUS);
if (success != GL40.GL_TRUE) {
throw new RuntimeException(GL40.glGetProgramInfoLog(rVal.shaderId));
}
//Deletes the individual shader objects to free up memory
GL40.glDeleteShader(rVal.vertexShader);
GL40.glDeleteShader(rVal.fragmentShader);
return rVal;
}
/**
* Loads a specific shader
* @param vertexPath The vertex shader's path
* @param fragmentPath The fragment shader's path
* @return The visual shader
*/
public static VisualShader loadSpecificShader(String vertexPath, String fragmentPath){
VisualShader rVal = new VisualShader();
//
//Read in shader programs
//
String vertexShaderSource = VisualShader.recursivelyPreprocessFile(vertexPath);
String fragmentShaderSource = VisualShader.recursivelyPreprocessFile(fragmentPath);
//Creates a new shader object and assigns its 'pointer' to the integer "vertexShader"
rVal.vertexShader = GL40.glCreateShader(GL40.GL_VERTEX_SHADER);
//This alerts openGL to the presence of a vertex shader and points the shader at its source
GL40.glShaderSource(rVal.vertexShader, vertexShaderSource);
//Compiles the source for the vertex shader object
GL40.glCompileShader(rVal.vertexShader);
//The following tests if the vertex shader compiles successfully
int success;
success = GL40.glGetShaderi(rVal.vertexShader, GL40.GL_COMPILE_STATUS);
if (success != GL40.GL_TRUE) {
List<Object> errorLines = new LinkedList<Object>();
LoggerInterface.loggerRenderer.WARNING("Failed to load " + vertexPath + " ... attempting alternatives");
//report failed to load shader
errorLines.add("Vertex Shader failed to compile!");
errorLines.add("Source File is: " + vertexPath);
errorLines.add("Source is: ");
errorLines.add(GL40.glGetShaderSource(rVal.vertexShader));
errorLines.add(new RuntimeException(GL40.glGetShaderInfoLog(rVal.vertexShader)));
//attempt loading alternative shaders
List<String> availableAlternatives = Globals.shaderOptionMap.getAlternativesForFile(vertexPath);
int alternativesAttempted = 0;
if(availableAlternatives != null){
for(String alternative : availableAlternatives){
alternativesAttempted++;
//load file
try {
vertexShaderSource = FileUtils.getAssetFileAsString(alternative);
} catch (IOException e) {
LoggerInterface.loggerEngine.ERROR("Failed to load shader alternative " + alternative, e);
}
//Creates a new shader object and assigns its 'pointer' to the integer "vertexShader"
rVal.vertexShader = GL40.glCreateShader(GL40.GL_VERTEX_SHADER);
//This alerts openGL to the presence of a vertex shader and points the shader at its source
GL40.glShaderSource(rVal.vertexShader, vertexShaderSource);
//Compiles the source for the vertex shader object
GL40.glCompileShader(rVal.vertexShader);
//The following tests if the vertex shader compiles successfully
success = GL40.glGetShaderi(rVal.vertexShader, GL40.GL_COMPILE_STATUS);
if (success == GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.WARNING("Successfully loaded alternative shader " + alternative);
break;
} else {
errorLines.add("Vertex Shader failed to compile!");
errorLines.add("Source File is: " + vertexPath);
errorLines.add("Source is: ");
errorLines.add(GL40.glGetShaderSource(rVal.vertexShader));
errorLines.add(new RuntimeException(GL40.glGetShaderInfoLog(rVal.vertexShader)));
}
}
if(success != GL40.GL_TRUE){
for(Object object : errorLines){
if(object instanceof String){
LoggerInterface.loggerRenderer.WARNING((String)object);
} else if(object instanceof RuntimeErrorException){
LoggerInterface.loggerRenderer.ERROR("Runtime Exception", (RuntimeErrorException)object);
}
}
}
LoggerInterface.loggerRenderer.WARNING("Attempted " + alternativesAttempted + " alternative shaders");
}
}
//Creates and opengl object for a fragment shader and assigns its 'pointer' to the integer fragmentShader
rVal.fragmentShader = GL40.glCreateShader(GL40.GL_FRAGMENT_SHADER);
//This points the opengl shadder object to its proper source
GL40.glShaderSource(rVal.fragmentShader, fragmentShaderSource);
//This compiles the shader object
GL40.glCompileShader(rVal.fragmentShader);
//This tests for the success of the compile attempt
success = GL40.glGetShaderi(rVal.fragmentShader, GL40.GL_COMPILE_STATUS);
if (success != GL40.GL_TRUE) {
List<Object> errorLines = new LinkedList<Object>();
LoggerInterface.loggerRenderer.WARNING("Failed to load " + fragmentPath + " ... attempting alternatives");
//report failed to load shader
errorLines.add("Fragment Shader failed to compile!");
errorLines.add("Source File is: " + fragmentPath);
errorLines.add("Source is: ");
errorLines.add(GL40.glGetShaderSource(rVal.fragmentShader));
errorLines.add(new RuntimeException(GL40.glGetShaderInfoLog(rVal.fragmentShader)));
//attempt loading alternative shaders
List<String> availableAlternatives = Globals.shaderOptionMap.getAlternativesForFile(fragmentPath);
int alternativesAttempted = 0;
if(availableAlternatives != null){
for(String alternative : availableAlternatives){
alternativesAttempted++;
//load file
try {
fragmentShaderSource = FileUtils.getAssetFileAsString(alternative);
} catch (IOException e) {
LoggerInterface.loggerEngine.ERROR("Failed to load shader alternative " + alternative, e);
}
//Creates a new shader object and assigns its 'pointer' to the integer "vertexShader"
rVal.fragmentShader = GL40.glCreateShader(GL40.GL_FRAGMENT_SHADER);
//This alerts openGL to the presence of a vertex shader and points the shader at its source
GL40.glShaderSource(rVal.fragmentShader, fragmentShaderSource);
//Compiles the source for the vertex shader object
GL40.glCompileShader(rVal.fragmentShader);
//The following tests if the vertex shader compiles successfully
success = GL40.glGetShaderi(rVal.fragmentShader, GL40.GL_COMPILE_STATUS);
if (success == GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.WARNING("Successfully loaded alternative shader " + alternative);
break;
} else {
errorLines.add("Fragment Shader failed to compile!");
errorLines.add("Source File is: " + fragmentPath);
errorLines.add("Source is: ");
errorLines.add(GL40.glGetShaderSource(rVal.fragmentShader));
errorLines.add(new RuntimeException(GL40.glGetShaderInfoLog(rVal.fragmentShader)));
}
}
if(success != GL40.GL_TRUE){
for(Object object : errorLines){
if(object instanceof String){
LoggerInterface.loggerRenderer.WARNING((String)object);
} else if(object instanceof RuntimeErrorException){
LoggerInterface.loggerRenderer.ERROR("Runtime Exception", (RuntimeErrorException)object);
}
}
}
LoggerInterface.loggerRenderer.WARNING("Attempted " + alternativesAttempted + " alternative shaders");
}
}
//This creates a shader program opengl object and assigns its 'pointer' to the integer shaderProgram
rVal.shaderId = GL40.glCreateProgram();
//This attaches the vertex and fragment shaders to the program
GL40.glAttachShader(rVal.shaderId, rVal.vertexShader);
GL40.glAttachShader(rVal.shaderId, rVal.fragmentShader);
//This links the program to the GPU (I think its to the GPU anyway)
GL40.glLinkProgram(rVal.shaderId);
//Tests for the success of the shader program creation
success = GL40.glGetProgrami(rVal.shaderId, GL40.GL_LINK_STATUS);
if (success != GL40.GL_TRUE) {
LoggerInterface.loggerRenderer.ERROR(GL40.glGetProgramInfoLog(rVal.shaderId), new RuntimeException(GL40.glGetProgramInfoLog(rVal.shaderId)));
LoggerInterface.loggerRenderer.WARNING("Shader sources: " + vertexPath + " " + fragmentPath);
return Globals.defaultMeshShader;
// throw new RuntimeException(glGetProgramInfoLog(rVal.shaderProgram));
}
//Deletes the individual shader objects to free up memory
GL40.glDeleteShader(rVal.vertexShader);
GL40.glDeleteShader(rVal.fragmentShader);
Globals.renderingEngine.checkError();
return rVal;
}
/**
* Tries to set a uniform
* @param uniformName The name of the uniform
* @param value The value to set the uniform to
*/
public void setUniform(OpenGLState openGLState, String uniformName, Object value){
//
//Error checking
if(uniformName == null || uniformName.equals("")){
throw new IllegalArgumentException("Trying to set invalid uniform name");
}
if(this.getId() != openGLState.getActiveShader().getId()){
throw new IllegalStateException("Trying to set uniform on shader that is not active");
}
//
//get uniform location
int uniformLocation = GL40.glGetUniformLocation(this.getId(), uniformName);
int glErrorCode = Globals.renderingEngine.getError();
if(glErrorCode != 0){
LoggerInterface.loggerRenderer.DEBUG_LOOP(RenderingEngine.getErrorInEnglish(glErrorCode));
LoggerInterface.loggerRenderer.DEBUG_LOOP("Shader id: " + this.getId());
}
//
//set the uniform
if(uniformLocation == INVALID_UNIFORM_NAME){
LoggerInterface.loggerRenderer.DEBUG_LOOP("Searched for uniform in a shader that does not contain it. Uniform name: \"" + uniformName + "\"");
} else {
ShaderUtils.setUniform(openGLState, this.uniformMap, uniformLocation, value);
}
}
/**
* Gets the location of a given uniform
* @param uniformName The name of the uniform
* @return The location of the uniform
*/
public int getUniformLocation(String uniformName){
return GL40.glGetUniformLocation(this.getId(), uniformName);
}
@Override
public int getId() {
return this.shaderId;
}
}