mirror of
https://github.com/open-goal/jak-project
synced 2026-06-24 17:53:18 -04:00
67bb1193a8
* sprite_3d first attempt * fixs * fix Q usage * ?? * attempt 2 * Update sprite_3d.vert * works-ish * works properly! * scissor fix * simplify shader * texture support except everything is broken for some reason * stuff * Update SpriteRenderer.cpp * meltdown * Revert "simplify shader" This reverts commit97bd9b77be. * Revert "Revert "simplify shader"" This reverts commit32fb46ce90. * fix blend * fix blend and prim * fix depth write and texture rendering * fix bugs * remove noperspective * fix and finalize sprite 3D vert shader * optimize 3D program * 2D sprites! almost first try * fixes + merge shader code * HUD sprite support and clean up code * oopsie * fix 3d sprites * minor cleanup and increase sprite buffer to 8k sprites * clang * replace some uses of `glBufferSubData` with `glBufferData`
81 lines
2.5 KiB
C++
81 lines
2.5 KiB
C++
#include "Shader.h"
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#include "common/util/FileUtil.h"
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#include "common/log/log.h"
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#include "game/graphics/pipelines/opengl.h"
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#include "common/util/assert.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::TEST_SHADER) = {"test_shader"};
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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::DEBUG_BUFFERED) = {"debug_buffered"};
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at(ShaderId::BUFFERED_TCC0) = {"buffered_tcc0"};
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at(ShaderId::BUFFERED_TCC1) = {"buffered_tcc1"};
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at(ShaderId::TFRAG3) = {"tfrag3"};
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at(ShaderId::TFRAG3_NO_TEX) = {"tfrag3_no_tex"};
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}
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