/*
* Copyright 2013 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.asset.AbstractAsset;
import org.terasology.asset.AssetUri;
import org.terasology.config.Config;
import org.terasology.config.RenderingDebugConfig;
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.loader.WorldAtlas;
import javax.swing.*;
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.Scanner;
import java.util.Set;
import java.util.regex.Matcher;
import java.util.regex.Pattern;
/**
* GLSL Shader Program Instance class.
* <p/>
* Provides actual shader compilation and manipulation support.
*
* @author Benjamin Glatzel <benjamin.glatzel@me.com>
*/
public class GLSLShader extends AbstractAsset<ShaderData> implements 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 TIntIntMap fragmentPrograms = new TIntIntHashMap();
private TIntIntMap vertexPrograms = new TIntIntHashMap();
private EnumSet<ShaderProgramFeature> availableFeatures = Sets.newEnumSet(Collections.<ShaderProgramFeature>emptyList(), ShaderProgramFeature.class);
private ShaderData shaderProgramBase;
private Map<String, ShaderParameterMetadata> parameters = Maps.newHashMap();
private boolean disposed = false;
public GLSLShader(AssetUri uri, ShaderData data) {
super(uri);
onReload(data);
}
public Set<ShaderProgramFeature> getAvailableFeatures() {
return availableFeatures;
}
public int linkShaderProgram(int featureHash) {
int shaderProgram = GL20.glCreateProgram();
GL20.glAttachShader(shaderProgram, fragmentPrograms.get(featureHash));
GL20.glAttachShader(shaderProgram, vertexPrograms.get(featureHash));
GL20.glLinkProgram(shaderProgram);
GL20.glValidateProgram(shaderProgram);
return shaderProgram;
}
@Override
public void recompile() {
compileAllShaderPermutations();
// TODO: reload materials
}
@Override
public ShaderParameterMetadata getParameter(String desc) {
return parameters.get(desc);
}
@Override
public Iterable<ShaderParameterMetadata> listParameters() {
return parameters.values();
}
@Override
protected void onDispose() {
logger.debug("Disposing shader {}.", getURI());
disposeData();
disposed = true;
}
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();
shaderProgramBase = null;
}
@Override
protected void onReload(ShaderData data) {
logger.debug("Recompiling shader {}.", getURI());
onDispose();
shaderProgramBase = data;
parameters.clear();
for (ShaderParameterMetadata metadata : shaderProgramBase.getParameterMetadata()) {
parameters.put(metadata.getName(), metadata);
}
updateAvailableFeatures();
recompile();
}
private static StringBuilder createShaderBuilder() {
String preProcessorPreamble = "#version 120\n";
// TODO: Implement a system for this - this has gotten way out of hand.
if (CoreRegistry.get(WorldAtlas.class) != null) {
preProcessorPreamble += "#define TEXTURE_OFFSET " + CoreRegistry.get(WorldAtlas.class).getRelativeTileSize() + "\n";
} else {
preProcessorPreamble += "#define TEXTURE_OFFSET 0.06125\n";
}
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) CoreRegistry.get(Config.class).getRendering().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";
Config config = CoreRegistry.get(Config.class);
StringBuilder builder = new StringBuilder().append(preProcessorPreamble);
if (config.getRendering().isAnimateGrass()) {
builder.append("#define ANIMATED_GRASS \n");
}
if (config.getRendering().isAnimateWater()) {
builder.append("#define ANIMATED_WATER \n");
}
if (config.getRendering().getBlurIntensity() == 0) {
builder.append("#define NO_BLUR \n");
}
if (config.getRendering().isFlickeringLight()) {
builder.append("#define FLICKERING_LIGHT \n");
}
if (config.getRendering().isVignette()) {
builder.append("#define VIGNETTE \n");
}
if (config.getRendering().isBloom()) {
builder.append("#define BLOOM \n");
}
if (config.getRendering().isMotionBlur()) {
builder.append("#define MOTION_BLUR \n");
}
if (config.getRendering().isSsao()) {
builder.append("#define SSAO \n");
}
if (config.getRendering().isFilmGrain()) {
builder.append("#define FILM_GRAIN \n");
}
if (config.getRendering().isOutline()) {
builder.append("#define OUTLINE \n");
}
if (config.getRendering().isLightShafts()) {
builder.append("#define LIGHT_SHAFTS \n");
}
if (config.getRendering().isDynamicShadows()) {
builder.append("#define DYNAMIC_SHADOWS \n");
}
if (config.getRendering().isNormalMapping()) {
builder.append("#define NORMAL_MAPPING \n");
}
if (config.getRendering().isParallaxMapping()) {
builder.append("#define PARALLAX_MAPPING \n");
}
if (config.getRendering().isDynamicShadowsPcfFiltering()) {
builder.append("#define DYNAMIC_SHADOWS_PCF \n");
}
if (config.getRendering().isCloudShadows()) {
builder.append("#define CLOUD_SHADOWS \n");
}
if (config.getRendering().isLocalReflections()) {
builder.append("#define LOCAL_REFLECTIONS \n");
}
if (config.getRendering().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 (config.getRendering().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);
}
}
}
private void compileShaders(Set<ShaderProgramFeature> features) {
compileShader(GL20.GL_FRAGMENT_SHADER, features);
compileShader(GL20.GL_VERTEX_SHADER, features);
}
private void compileAllShaderPermutations() {
compileShaders(Collections.<ShaderProgramFeature>emptySet());
int counter = 1;
for (Set<ShaderProgramFeature> permutation : Sets.powerSet(availableFeatures)) {
compileShaders(permutation);
counter++;
}
logger.debug("Compiled {} permutations for {}.", counter, getURI());
}
private void compileShader(int type, Set<ShaderProgramFeature> features) {
int shaderId = GL20.glCreateShader(type);
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).append("\n");
} else {
shader.append(includedFunctionsVertex).append("\n");
}
if (type == GL20.GL_FRAGMENT_SHADER) {
shader.append(shaderProgramBase.getFragmentProgram());
} else if (type == GL20.GL_VERTEX_SHADER) {
shader.append(shaderProgramBase.getVertexProgram());
}
String debugShaderType = "UNKNOWN";
int featureHash = ShaderProgramFeature.getBitset(features);
if (type == GL20.GL_FRAGMENT_SHADER) {
fragmentPrograms.put(featureHash, shaderId);
debugShaderType = "FRAGMENT";
} else if (type == GL20.GL_VERTEX_SHADER) {
vertexPrograms.put(featureHash, shaderId);
debugShaderType = "VERTEX";
}
// Dump all final shader sources to the log directory
final String strippedTitle = getURI().toString().replace(":", "-");
Path path = PathManager.getInstance().getShaderLogPath().resolve(debugShaderType.toLowerCase() + "_" + strippedTitle + "_" + featureHash + ".glsl");
try (BufferedWriter writer = Files.newBufferedWriter(path, TerasologyConstants.CHARSET)) {
writer.write(shader.toString());
} catch (IOException e) {
logger.error("Failed to dump shader source.");
}
GL20.glShaderSource(shaderId, shader.toString());
GL20.glCompileShader(shaderId);
StringBuilder error = new StringBuilder();
boolean success = printLogInfo(shaderId, error);
String errorLine = "";
if (error.length() > 0) {
try {
Pattern p = Pattern.compile("-?\\d+");
Matcher m = p.matcher(error.toString());
int counter = 0;
while (m.find()) {
if (counter++ % 2 == 1) {
int lineNumberInt = Integer.valueOf(m.group());
try (Scanner reader = new Scanner(shader.toString())) {
for (int i = 0; i < lineNumberInt - 1; ++i) {
reader.nextLine();
}
errorLine = reader.nextLine();
errorLine = "Error prone line: '" + errorLine + "'";
logger.warn("{} \n Line: {}", error, errorLine);
}
break;
}
}
} catch (Exception e) {
logger.error("Error parsing shader compile error: {}", error, e);
}
}
if (!success) {
String errorMessage = debugShaderType + " Shader '" + getURI() + "' failed to compile. Terasology might not look quite as good as it should now...\n\n"
+ error + "\n\n" + errorLine;
logger.error(errorMessage);
JOptionPane.showMessageDialog(null, errorMessage, "Shader compilation error", JOptionPane.ERROR_MESSAGE);
}
}
private boolean printLogInfo(int shaderId, StringBuilder logEntry) {
int length = ARBShaderObjects.glGetObjectParameteriARB(shaderId, ARBShaderObjects.GL_OBJECT_INFO_LOG_LENGTH_ARB);
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 (length > 0) {
logEntry.append(ARBShaderObjects.glGetInfoLogARB(shaderId, length));
}
if (compileStatus == 0 /*|| linkStatus == 0 || validateStatus == 0*/) {
return false;
}
//logger.info("Shader '{}' successfully compiled.", getURI());
return true;
}
}