/* * Copyright 2016 MovingBlocks * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.terasology.rendering.opengl; import com.google.common.base.Charsets; import com.google.common.collect.Maps; import com.google.common.collect.Sets; import com.google.common.io.CharStreams; import gnu.trove.iterator.TIntIntIterator; import gnu.trove.map.TIntIntMap; import gnu.trove.map.hash.TIntIntHashMap; import org.lwjgl.opengl.ARBShaderObjects; import org.lwjgl.opengl.GL20; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import org.terasology.assets.AssetType; import org.terasology.assets.ResourceUrn; import org.terasology.config.Config; import org.terasology.config.RenderingConfig; import org.terasology.config.RenderingDebugConfig; import org.terasology.engine.GameThread; import org.terasology.engine.TerasologyConstants; import org.terasology.engine.paths.PathManager; import org.terasology.registry.CoreRegistry; import org.terasology.rendering.assets.shader.Shader; import org.terasology.rendering.assets.shader.ShaderData; import org.terasology.rendering.assets.shader.ShaderParameterMetadata; import org.terasology.rendering.assets.shader.ShaderProgramFeature; import org.terasology.rendering.primitives.ChunkVertexFlag; import org.terasology.rendering.shader.ShaderParametersSSAO; import org.terasology.rendering.world.WorldRenderer; import org.terasology.world.block.tiles.WorldAtlas; import java.io.BufferedWriter; import java.io.IOException; import java.io.InputStream; import java.io.InputStreamReader; import java.nio.file.Files; import java.nio.file.Path; import java.util.Collections; import java.util.EnumSet; import java.util.Map; import java.util.Set; /** * GLSL Shader Program Instance class. * <p> * Provides actual shader compilation and manipulation support. * </p> */ public class GLSLShader extends Shader { private static final Logger logger = LoggerFactory.getLogger(GLSLShader.class); private static String includedFunctionsVertex = ""; private static String includedFunctionsFragment = ""; private static String includedDefines = ""; private static String includedUniforms = ""; static { try ( InputStream vertStream = GLSLShader.class.getClassLoader().getResourceAsStream("org/terasology/include/globalFunctionsVertIncl.glsl"); InputStream fragStream = GLSLShader.class.getClassLoader().getResourceAsStream("org/terasology/include/globalFunctionsFragIncl.glsl"); InputStream uniformsStream = GLSLShader.class.getClassLoader().getResourceAsStream("org/terasology/include/globalUniformsIncl.glsl"); InputStream definesStream = GLSLShader.class.getClassLoader().getResourceAsStream("org/terasology/include/globalDefinesIncl.glsl") ) { includedFunctionsVertex = CharStreams.toString(new InputStreamReader(vertStream, Charsets.UTF_8)); includedFunctionsFragment = CharStreams.toString(new InputStreamReader(fragStream, Charsets.UTF_8)); includedDefines = CharStreams.toString(new InputStreamReader(definesStream, Charsets.UTF_8)); includedUniforms = CharStreams.toString(new InputStreamReader(uniformsStream, Charsets.UTF_8)); } catch (IOException e) { logger.error("Failed to load Include shader resources"); } } private EnumSet<ShaderProgramFeature> availableFeatures = Sets.newEnumSet(Collections.emptyList(), ShaderProgramFeature.class); private ShaderData shaderProgramBase; private Map<String, ShaderParameterMetadata> parameters = Maps.newHashMap(); private Config config = CoreRegistry.get(Config.class); private DisposalAction disposalAction; public GLSLShader(ResourceUrn urn, AssetType<?, ShaderData> assetType, ShaderData data) { super(urn, assetType); disposalAction = new DisposalAction(urn); getDisposalHook().setDisposeAction(disposalAction); reload(data); } // made package-private after CheckStyle suggestion Set<ShaderProgramFeature> getAvailableFeatures() { return availableFeatures; } // made package-private after CheckStyle suggestion int linkShaderProgram(int featureHash) { int shaderProgram = GL20.glCreateProgram(); GL20.glAttachShader(shaderProgram, disposalAction.fragmentPrograms.get(featureHash)); GL20.glAttachShader(shaderProgram, disposalAction.vertexPrograms.get(featureHash)); GL20.glLinkProgram(shaderProgram); GL20.glValidateProgram(shaderProgram); return shaderProgram; } @Override public void recompile() { registerAllShaderPermutations(); // TODO: reload materials } @Override public ShaderParameterMetadata getParameter(String desc) { return parameters.get(desc); } @Override public Iterable<ShaderParameterMetadata> listParameters() { return parameters.values(); } private StringBuilder createShaderBuilder() { String preProcessorPreamble = "#version 120\n"; // TODO: Implement a system for this - this has gotten way out of hand. WorldAtlas worldAtlas = CoreRegistry.get(WorldAtlas.class); if (worldAtlas != null) { preProcessorPreamble += "#define TEXTURE_OFFSET " + worldAtlas.getRelativeTileSize() + "\n"; } else { preProcessorPreamble += "#define TEXTURE_OFFSET 0.06125\n"; } RenderingConfig renderConfig = config.getRendering(); preProcessorPreamble += "#define BLOCK_LIGHT_POW " + WorldRenderer.BLOCK_LIGHT_POW + "\n"; preProcessorPreamble += "#define BLOCK_LIGHT_SUN_POW " + WorldRenderer.BLOCK_LIGHT_SUN_POW + "\n"; preProcessorPreamble += "#define BLOCK_INTENSITY_FACTOR " + WorldRenderer.BLOCK_INTENSITY_FACTOR + "\n"; preProcessorPreamble += "#define SHADOW_MAP_RESOLUTION " + (float) renderConfig.getShadowMapResolution() + "\n"; preProcessorPreamble += "#define SSAO_KERNEL_ELEMENTS " + ShaderParametersSSAO.SSAO_KERNEL_ELEMENTS + "\n"; preProcessorPreamble += "#define SSAO_NOISE_SIZE " + ShaderParametersSSAO.SSAO_NOISE_SIZE + "\n"; // TODO: This shouldn't be hardcoded preProcessorPreamble += "#define TEXTURE_OFFSET_EFFECTS " + 0.0625f + "\n"; StringBuilder builder = new StringBuilder().append(preProcessorPreamble); if (renderConfig.isVolumetricFog()) { builder.append("#define VOLUMETRIC_FOG"); } if (renderConfig.isAnimateGrass()) { builder.append("#define ANIMATED_GRASS \n"); } if (renderConfig.isAnimateWater()) { builder.append("#define ANIMATED_WATER \n"); } if (renderConfig.getBlurIntensity() == 0) { builder.append("#define NO_BLUR \n"); } if (renderConfig.isFlickeringLight()) { builder.append("#define FLICKERING_LIGHT \n"); } if (renderConfig.isVignette()) { builder.append("#define VIGNETTE \n"); } if (renderConfig.isBloom()) { builder.append("#define BLOOM \n"); } if (renderConfig.isMotionBlur()) { builder.append("#define MOTION_BLUR \n"); } if (renderConfig.isSsao()) { builder.append("#define SSAO \n"); } if (renderConfig.isFilmGrain()) { builder.append("#define FILM_GRAIN \n"); } if (renderConfig.isOutline()) { builder.append("#define OUTLINE \n"); } if (renderConfig.isLightShafts()) { builder.append("#define LIGHT_SHAFTS \n"); } if (renderConfig.isDynamicShadows()) { builder.append("#define DYNAMIC_SHADOWS \n"); } if (renderConfig.isNormalMapping()) { builder.append("#define NORMAL_MAPPING \n"); } if (renderConfig.isParallaxMapping()) { builder.append("#define PARALLAX_MAPPING \n"); } if (renderConfig.isDynamicShadowsPcfFiltering()) { builder.append("#define DYNAMIC_SHADOWS_PCF \n"); } if (renderConfig.isCloudShadows()) { builder.append("#define CLOUD_SHADOWS \n"); } if (renderConfig.isLocalReflections()) { builder.append("#define LOCAL_REFLECTIONS \n"); } if (renderConfig.isInscattering()) { builder.append("#define INSCATTERING \n"); } // TODO A 3D wizard should take a look at this. Configurable for the moment to make better comparisons possible. if (renderConfig.isClampLighting()) { builder.append("#define CLAMP_LIGHTING \n"); } for (RenderingDebugConfig.DebugRenderingStage stage : RenderingDebugConfig.DebugRenderingStage.values()) { builder.append("#define ").append(stage.getDefineName()).append(" int(").append(stage.getIndex()).append(") \n"); } for (ChunkVertexFlag vertexFlag : ChunkVertexFlag.values()) { builder.append("#define ").append(vertexFlag.getDefineName()).append(" int(").append(vertexFlag.getValue()).append(") \n"); } return builder; } private void updateAvailableFeatures() { availableFeatures.clear(); // Check which features are used in the shaders and update the available features mask accordingly for (ShaderProgramFeature feature : ShaderProgramFeature.values()) { // TODO: Have our own shader language and parse this stuff out properly if (shaderProgramBase.getFragmentProgram().contains(feature.toString())) { logger.debug("Fragment shader feature '" + feature.toString() + "' is available..."); availableFeatures.add(feature); } else if (shaderProgramBase.getVertexProgram().contains(feature.toString())) { logger.debug("Vertex shader feature '" + feature.toString() + "' is available..."); availableFeatures.add(feature); } } } /** * Compiles all combination of available features and stores them in two maps for * lookup based on a unique hash of features. */ private void registerAllShaderPermutations() { Set<Set<ShaderProgramFeature>> allPermutations = Sets.powerSet(availableFeatures); for (Set<ShaderProgramFeature> permutation : allPermutations) { int fragShaderId = compileShader(GL20.GL_FRAGMENT_SHADER, permutation); int vertShaderId = compileShader(GL20.GL_VERTEX_SHADER, permutation); if (compileSuccess(fragShaderId) && compileSuccess(vertShaderId)) { int featureHash = ShaderProgramFeature.getBitset(permutation); disposalAction.fragmentPrograms.put(featureHash, fragShaderId); disposalAction.vertexPrograms.put(featureHash, vertShaderId); } else { throw new RuntimeException(String.format("Shader '%s' failed to compile for features '%s'.%n%n" + "Vertex Shader Info: %n%s%n" + "Fragment Shader Info: %n%s", getUrn(), permutation, getLogInfo(vertShaderId), getLogInfo(fragShaderId))); } } logger.debug("Compiled {} permutations for {}.", allPermutations.size(), getUrn()); } private String assembleShader(int type, Set<ShaderProgramFeature> features) { StringBuilder shader = createShaderBuilder(); // Add the activated features for this shader for (ShaderProgramFeature feature : features) { shader.append("#define ").append(feature.name()).append("\n"); } shader.append("\n"); shader.append(includedDefines); shader.append(includedUniforms); if (type == GL20.GL_FRAGMENT_SHADER) { shader.append(includedFunctionsFragment); shader.append("\n"); shader.append(shaderProgramBase.getFragmentProgram()); } else { shader.append(includedFunctionsVertex); shader.append("\n"); shader.append(shaderProgramBase.getVertexProgram()); } return shader.toString(); } private void dumpCode(int type, Set<ShaderProgramFeature> features, String sourceCode) { String debugShaderType = "UNKNOWN"; int featureHash = ShaderProgramFeature.getBitset(features); if (type == GL20.GL_FRAGMENT_SHADER) { debugShaderType = "FRAGMENT"; } else if (type == GL20.GL_VERTEX_SHADER) { debugShaderType = "VERTEX"; } // Dump all final shader sources to the log directory final String strippedTitle = getUrn().toString().replace(":", "-"); // example: fragment_shader-engine-font_0.glsl String fname = debugShaderType.toLowerCase() + "_" + strippedTitle + "_" + featureHash + ".glsl"; Path path = PathManager.getInstance().getShaderLogPath().resolve(fname); try (BufferedWriter writer = Files.newBufferedWriter(path, TerasologyConstants.CHARSET)) { writer.write(sourceCode); } catch (IOException e) { logger.error("Failed to dump shader source."); } } private int compileShader(int type, Set<ShaderProgramFeature> features) { int shaderId = GL20.glCreateShader(type); String shader = assembleShader(type, features); if (config.getRendering().isDumpShaders()) { dumpCode(type, features, shader); } GL20.glShaderSource(shaderId, shader); GL20.glCompileShader(shaderId); return shaderId; } private String getLogInfo(int shaderId) { int length = ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_INFO_LOG_LENGTH_ARB); if (length > 0) { return ARBShaderObjects.glGetInfoLogARB(shaderId, length); } return "No Info"; } private boolean compileSuccess(int shaderId) { int compileStatus = ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_COMPILE_STATUS_ARB); //int linkStatus = ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_LINK_STATUS_ARB); //int validateStatus = ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_VALIDATE_STATUS_ARB); if (compileStatus == 0 /*|| linkStatus == 0 || validateStatus == 0*/) { return false; } //logger.info("Shader '{}' successfully compiled.", getURI()); return true; } @Override protected void doReload(ShaderData data) { try { GameThread.synch(() -> { logger.debug("Recompiling shader {}.", getUrn()); disposalAction.disposeData(); shaderProgramBase = data; parameters.clear(); for (ShaderParameterMetadata metadata : shaderProgramBase.getParameterMetadata()) { parameters.put(metadata.getName(), metadata); } updateAvailableFeatures(); recompile(); }); } catch (InterruptedException e) { logger.error("Failed to reload {}", getUrn(), e); } } private static class DisposalAction implements Runnable { private final ResourceUrn urn; private TIntIntMap fragmentPrograms = new TIntIntHashMap(); private TIntIntMap vertexPrograms = new TIntIntHashMap(); // made package-private after CheckStyle's suggestion DisposalAction(ResourceUrn urn) { this.urn = urn; } @Override public void run() { logger.debug("Disposing shader {}.", urn); try { GameThread.synch(this::disposeData); } catch (InterruptedException e) { logger.error("Failed to dispose {}", urn, e); } } private void disposeData() { TIntIntIterator it = fragmentPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glDeleteShader(it.value()); } fragmentPrograms.clear(); it = vertexPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glDeleteShader(it.value()); } vertexPrograms.clear(); } } }