806 lines
36 KiB
C++
806 lines
36 KiB
C++
//
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// KRPipeline.cpp
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// Kraken Engine
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//
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// Copyright 2021 Kearwood Gilbert. All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without modification, are
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// permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice, this list of
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// conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice, this list
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// of conditions and the following disclaimer in the documentation and/or other materials
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// provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
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// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
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// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are those of the
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// authors and should not be interpreted as representing official policies, either expressed
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// or implied, of Kearwood Gilbert.
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//
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#include "KRPipeline.h"
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#include "assert.h"
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#include "KRLight.h"
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#include "KRDirectionalLight.h"
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#include "KRSpotLight.h"
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#include "KRPointLight.h"
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#include "KRContext.h"
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const char *KRPipeline::KRENGINE_UNIFORM_NAMES[] = {
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"material_ambient", // KRENGINE_UNIFORM_MATERIAL_AMBIENT
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"material_diffuse", // KRENGINE_UNIFORM_MATERIAL_DIFFUSE
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"material_specular", // KRENGINE_UNIFORM_MATERIAL_SPECULAR
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"material_reflection", // KRENGINE_UNIFORM_MATERIAL_REFLECTION
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"material_alpha", // KRENGINE_UNIFORM_MATERIAL_ALPHA
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"material_shininess", // KRENGINE_UNIFORM_MATERIAL_SHININESS
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"light_position", // KRENGINE_UNIFORM_LIGHT_POSITION
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"light_direction_model_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE
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"light_direction_view_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE
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"light_color", // KRENGINE_UNIFORM_LIGHT_COLOR
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"light_decay_start", // KRENGINE_UNIFORM_LIGHT_DECAY_START
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"light_cutoff", // KRENGINE_UNIFORM_LIGHT_CUTOFF
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"light_intensity", // KRENGINE_UNIFORM_LIGHT_INTENSITY
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"flare_size", // KRENGINE_UNIFORM_FLARE_SIZE
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"view_space_model_origin", // KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN
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"mvp_matrix", // KRENGINE_UNIFORM_MVP
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"inv_projection_matrix", // KRENGINE_UNIFORM_INVP
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"inv_mvp_matrix", // KRENGINE_UNIFORM_INVMVP
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"inv_mvp_matrix_no_translate", // KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE
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"model_view_inverse_transpose_matrix", // KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE
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"model_inverse_transpose_matrix", // KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE
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"model_view_matrix", // KRENGINE_UNIFORM_MODEL_VIEW
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"model_matrix", // KRENGINE_UNIFORM_MODEL_MATRIX
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"projection_matrix", // KRENGINE_UNIFORM_PROJECTION_MATRIX
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"camera_position_model_space", // KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE
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"viewport", // KRENGINE_UNIFORM_VIEWPORT
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"viewport_downsample", // KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE
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"diffuseTexture", // KRENGINE_UNIFORM_DIFFUSETEXTURE
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"specularTexture", // KRENGINE_UNIFORM_SPECULARTEXTURE
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"reflectionCubeTexture", // KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE
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"reflectionTexture", // KRENGINE_UNIFORM_REFLECTIONTEXTURE
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"normalTexture", // KRENGINE_UNIFORM_NORMALTEXTURE
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"diffuseTexture_Scale", // KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE
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"specularTexture_Scale", // KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE
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"reflectionTexture_Scale", // KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE
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"normalTexture_Scale", // KRENGINE_UNIFORM_NORMALTEXTURE_SCALE
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"normalTexture_Scale", // KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE
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"diffuseTexture_Offset", // KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET
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"specularTexture_Offset", // KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET
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"reflectionTexture_Offset", // KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET
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"normalTexture_Offset", // KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET
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"ambientTexture_Offset", // KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET
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"shadow_mvp1", // KRENGINE_UNIFORM_SHADOWMVP1
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"shadow_mvp2", // KRENGINE_UNIFORM_SHADOWMVP2
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"shadow_mvp3", // KRENGINE_UNIFORM_SHADOWMVP3
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"shadowTexture1", // KRENGINE_UNIFORM_SHADOWTEXTURE1
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"shadowTexture2", // KRENGINE_UNIFORM_SHADOWTEXTURE2
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"shadowTexture3", // KRENGINE_UNIFORM_SHADOWTEXTURE3
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"lightmapTexture", // KRENGINE_UNIFORM_LIGHTMAPTEXTURE
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"gbuffer_frame", // KRENGINE_UNIFORM_GBUFFER_FRAME
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"gbuffer_depth", // KRENGINE_UNIFORM_GBUFFER_DEPTH
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"depthFrame", // KRENGINE_UNIFORM_DEPTH_FRAME
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"volumetricEnvironmentFrame", // KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME
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"renderFrame", // KRENGINE_UNIFORM_RENDER_FRAME
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"time_absolute", // KRENGINE_UNIFORM_ABSOLUTE_TIME
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"fog_near", // KRENGINE_UNIFORM_FOG_NEAR
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"fog_far", // KRENGINE_UNIFORM_FOG_FAR
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"fog_density", // KRENGINE_UNIFORM_FOG_DENSITY
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"fog_color", // KRENGINE_UNIFORM_FOG_COLOR
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"fog_scale", // KRENGINE_UNIFORM_FOG_SCALE
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"fog_density_premultiplied_exponential", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL
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"fog_density_premultiplied_squared", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED
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"slice_depth_scale", // KRENGINE_UNIFORM_SLICE_DEPTH_SCALE
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"particle_origin", // KRENGINE_UNIFORM_PARTICLE_ORIGIN
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"bone_transforms", // KRENGINE_UNIFORM_BONE_TRANSFORMS
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"rim_color", // KRENGINE_UNIFORM_RIM_COLOR
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"rim_power", // KRENGINE_UNIFORM_RIM_POWER
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"fade_color", // KRENGINE_UNIFORM_FADE_COLOR
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};
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KRPipeline::KRPipeline(KRContext& context, KrDeviceHandle deviceHandle, VkFormat swapChainImageFormat, uint32_t swapChainWidth, uint32_t swapChainHeight, const char* szKey, const std::vector<KRShader*>& shaders)
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: KRContextObject(context)
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, m_iProgram(0) // not used for Vulkan
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{
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m_pipelineLayout = nullptr;
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m_graphicsPipeline = nullptr;
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m_renderPass = nullptr;
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KRDevice& device = *m_pContext->getDeviceManager()->getDevice(deviceHandle);
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// TODO - Handle device removal
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strcpy(m_szKey, szKey);
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const int kMaxStages = 4;
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VkPipelineShaderStageCreateInfo stages[kMaxStages];
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memset(static_cast<void*>(stages), 0, sizeof(VkPipelineShaderStageCreateInfo) * kMaxStages);
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size_t stage_count = 0;
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for (KRShader* shader : shaders) {
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VkShaderModule shaderModule;
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if (!shader->createShaderModule(device.m_logicalDevice, shaderModule)) {
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// failed! TODO - Error handling
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}
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VkPipelineShaderStageCreateInfo& stageInfo = stages[stage_count++];
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stageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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if (shader->getSubExtension().compare("vert") == 0) {
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stageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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} else if (shader->getSubExtension().compare("frag") == 0) {
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stageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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} else {
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// failed! TODO - Error handling
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}
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stageInfo.module = shaderModule;
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stageInfo.pName = "main";
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}
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VkAttachmentDescription colorAttachment{};
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colorAttachment.format = swapChainImageFormat;
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colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
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colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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VkAttachmentReference colorAttachmentRef{};
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colorAttachmentRef.attachment = 0;
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colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass{};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &colorAttachmentRef;
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VkSubpassDependency dependency{};
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.dstSubpass = 0;
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dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency.srcAccessMask = 0;
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dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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VkRenderPassCreateInfo renderPassInfo{};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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renderPassInfo.attachmentCount = 1;
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renderPassInfo.pAttachments = &colorAttachment;
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renderPassInfo.subpassCount = 1;
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renderPassInfo.pSubpasses = &subpass;
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renderPassInfo.dependencyCount = 1;
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renderPassInfo.pDependencies = &dependency;
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if (vkCreateRenderPass(device.m_logicalDevice, &renderPassInfo, nullptr, &m_renderPass) != VK_SUCCESS) {
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// failed! TODO - Error handling
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}
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// TODO - Make bindings dynamic...
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VkVertexInputBindingDescription bindingDescription{};
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bindingDescription.binding = 0;
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bindingDescription.stride = sizeof(float) * 3 + sizeof(uint16_t) * 2;
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bindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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const int kMaxVertexDescriptions = 16;
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VkVertexInputAttributeDescription vertexAttributeDescriptions[kMaxVertexDescriptions]{};
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// position
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vertexAttributeDescriptions[0].binding = 0;
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vertexAttributeDescriptions[0].location = 0;
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vertexAttributeDescriptions[0].format = VK_FORMAT_R32G32B32_SFLOAT;
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vertexAttributeDescriptions[0].offset = 0;
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// uv
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vertexAttributeDescriptions[1].binding = 0;
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vertexAttributeDescriptions[1].location = 1;
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vertexAttributeDescriptions[1].format = VK_FORMAT_R32G32_SFLOAT;
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vertexAttributeDescriptions[1].offset = sizeof(float) * 3;
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VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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vertexInputInfo.vertexBindingDescriptionCount = 1;
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vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
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vertexInputInfo.vertexAttributeDescriptionCount = 2;
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vertexInputInfo.pVertexAttributeDescriptions = vertexAttributeDescriptions;
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VkPipelineInputAssemblyStateCreateInfo inputAssembly{};
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inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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inputAssembly.primitiveRestartEnable = VK_FALSE;
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VkViewport viewport{};
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = static_cast<float>(swapChainWidth);
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viewport.height = static_cast<float>(swapChainHeight);
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D scissor{};
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scissor.offset = { 0, 0 };
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scissor.extent.width = swapChainWidth;
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scissor.extent.height = swapChainHeight;
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VkPipelineViewportStateCreateInfo viewportState{};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.pViewports = &viewport;
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viewportState.scissorCount = 1;
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viewportState.pScissors = &scissor;
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VkPipelineRasterizationStateCreateInfo rasterizer{};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.depthClampEnable = VK_FALSE;
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rasterizer.rasterizerDiscardEnable = VK_FALSE;
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rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
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rasterizer.lineWidth = 1.0f;
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rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
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rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
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rasterizer.depthBiasEnable = VK_FALSE;
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rasterizer.depthBiasConstantFactor = 0.0f;
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rasterizer.depthBiasClamp = 0.0f;
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rasterizer.depthBiasSlopeFactor = 0.0f;
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VkPipelineMultisampleStateCreateInfo multisampling{};
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.sampleShadingEnable = VK_FALSE;
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multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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multisampling.minSampleShading = 1.0f;
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multisampling.pSampleMask = nullptr;
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multisampling.alphaToCoverageEnable = VK_FALSE;
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multisampling.alphaToOneEnable = VK_FALSE;
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VkPipelineColorBlendAttachmentState colorBlendAttachment{};
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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colorBlendAttachment.blendEnable = VK_FALSE;
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colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
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colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
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colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
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colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
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VkPipelineColorBlendStateCreateInfo colorBlending{};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.logicOpEnable = VK_FALSE;
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colorBlending.logicOp = VK_LOGIC_OP_COPY;
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colorBlending.attachmentCount = 1;
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colorBlending.pAttachments = &colorBlendAttachment;
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colorBlending.blendConstants[0] = 0.0f;
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colorBlending.blendConstants[1] = 0.0f;
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colorBlending.blendConstants[2] = 0.0f;
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colorBlending.blendConstants[3] = 0.0f;
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pSetLayouts = nullptr;
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pipelineLayoutInfo.pushConstantRangeCount = 0;
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pipelineLayoutInfo.pPushConstantRanges = nullptr;
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if (vkCreatePipelineLayout(device.m_logicalDevice, &pipelineLayoutInfo, nullptr, &m_pipelineLayout) != VK_SUCCESS) {
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// failed! TODO - Error handling
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}
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VkGraphicsPipelineCreateInfo pipelineInfo{};
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineInfo.stageCount = stage_count;
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pipelineInfo.pStages = stages;
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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pipelineInfo.pInputAssemblyState = &inputAssembly;
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pipelineInfo.pViewportState = &viewportState;
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pipelineInfo.pRasterizationState = &rasterizer;
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pipelineInfo.pMultisampleState = &multisampling;
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pipelineInfo.pDepthStencilState = nullptr;
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pipelineInfo.pColorBlendState = &colorBlending;
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pipelineInfo.pDynamicState = nullptr;
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pipelineInfo.layout = m_pipelineLayout;
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pipelineInfo.renderPass = m_renderPass;
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pipelineInfo.subpass = 0;
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pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
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pipelineInfo.basePipelineIndex = -1;
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if (vkCreateGraphicsPipelines(device.m_logicalDevice, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &m_graphicsPipeline) != VK_SUCCESS) {
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// Failed! TODO - Error handling
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}
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}
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KRPipeline::KRPipeline(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource) : KRContextObject(context)
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{
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strcpy(m_szKey, szKey);
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m_iProgram = 0;
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GLuint vertexShader = 0, fragShader = 0;
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const GLchar *vertSource[2] = {options.c_str(), vertShaderSource.c_str()};
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const GLchar *fragSource[2] = {options.c_str(), fragShaderSource.c_str()};
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// Create shader program.
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GLDEBUG(m_iProgram = glCreateProgram());
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// Create and compile vertex shader.
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GLDEBUG(vertexShader = glCreateShader(GL_VERTEX_SHADER));
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GLDEBUG(glShaderSource(vertexShader, 2, vertSource, NULL));
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GLDEBUG(glCompileShader(vertexShader));
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// Report any compile issues to stderr
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GLint logLength = 0;
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GLDEBUG(glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength));
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc(logLength + 1);
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assert(log != NULL);
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log[0] = '\0'; // In case glGetShaderInfoLog fails
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GLDEBUG(glGetShaderInfoLog(vertexShader, logLength, &logLength, log));
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log[logLength] = '\0';
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KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to compile vertex shader: %s\nShader compile log:\n%s", szKey, log);
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free(log);
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}
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// Create and compile vertex shader.
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GLDEBUG(fragShader = glCreateShader(GL_FRAGMENT_SHADER));
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GLDEBUG(glShaderSource(fragShader, 2, fragSource, NULL));
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GLDEBUG(glCompileShader(fragShader));
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// Report any compile issues to stderr
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logLength = 0; // In case glGetShaderiv fails
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GLDEBUG(glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength));
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if (logLength > 0) {
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GLchar *log = (GLchar *)malloc(logLength + 1);
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assert(log != NULL);
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log[0] = '\0'; // In case glGetShaderInfoLog fails
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GLDEBUG(glGetShaderInfoLog(fragShader, logLength, &logLength, log));
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log[logLength] = '\0';
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KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to compile fragment shader: %s\nShader compile log:\n%s", szKey, log);
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free(log);
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}
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// Attach vertex shader to program.
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GLDEBUG(glAttachShader(m_iProgram, vertexShader));
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// Attach fragment shader to program.
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GLDEBUG(glAttachShader(m_iProgram, fragShader));
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// Bind attribute locations.
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// This needs to be done prior to linking.
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GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_VERTEX, "vertex_position"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_NORMAL, "vertex_normal"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TANGENT, "vertex_tangent"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TEXUVA, "vertex_uv"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_TEXUVB, "vertex_lightmap_uv"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_BONEINDEXES, "bone_indexes"));
|
|
GLDEBUG(glBindAttribLocation(m_iProgram, KRMesh::KRENGINE_ATTRIB_BONEWEIGHTS, "bone_weights"));
|
|
|
|
// Link program.
|
|
GLDEBUG(glLinkProgram(m_iProgram));
|
|
|
|
GLint link_success = GL_FALSE;
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_LINK_STATUS, &link_success));
|
|
|
|
if(link_success != GL_TRUE) {
|
|
// Report any linking issues to stderr
|
|
KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to link shader program: %s", szKey);
|
|
logLength = 0; // In case glGetProgramiv fails
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
|
|
if (logLength > 0)
|
|
{
|
|
GLchar *log = (GLchar *)malloc(logLength + 1);
|
|
assert(log != NULL);
|
|
log[0] = '\0'; // In case glGetProgramInfoLog fails
|
|
GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
|
|
log[logLength] = '\0';
|
|
KRContext::Log(KRContext::LOG_LEVEL_ERROR, "Program link log:\n%s", log);
|
|
free(log);
|
|
}
|
|
GLDEBUG(glDeleteProgram(m_iProgram));
|
|
m_iProgram = 0;
|
|
} else {
|
|
|
|
// Get uniform locations
|
|
for(int i=0; i < KRENGINE_NUM_UNIFORMS; i++ ){
|
|
GLDEBUG(m_uniforms[i] = glGetUniformLocation(m_iProgram, KRENGINE_UNIFORM_NAMES[i]));
|
|
m_uniform_value_index[i] = -1;
|
|
}
|
|
}
|
|
|
|
// Release vertex and fragment shaders.
|
|
if (vertexShader) {
|
|
GLDEBUG(glDeleteShader(vertexShader));
|
|
}
|
|
if (fragShader) {
|
|
GLDEBUG(glDeleteShader(fragShader));
|
|
}
|
|
}
|
|
|
|
KRPipeline::~KRPipeline() {
|
|
if (m_graphicsPipeline) {
|
|
// TODO: vkDestroyPipeline(device, m_graphicsPipeline, nullptr);
|
|
}
|
|
if (m_pipelineLayout) {
|
|
// TODO: vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
|
|
}
|
|
if (m_renderPass) {
|
|
// TODO: vkDestroyRenderPass(device, m_renderPass, nullptr);
|
|
}
|
|
|
|
if(m_iProgram) {
|
|
GLDEBUG(glDeleteProgram(m_iProgram));
|
|
if(getContext().getPipelineManager()->m_active_pipeline == this) {
|
|
getContext().getPipelineManager()->m_active_pipeline = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void KRPipeline::setUniform(int location, float value)
|
|
{
|
|
if(m_uniforms[location] != -1) {
|
|
int value_index = m_uniform_value_index[location];
|
|
bool needs_update = true;
|
|
if(value_index == -1) {
|
|
m_uniform_value_index[location] = (int)m_uniform_value_float.size();
|
|
m_uniform_value_float.push_back(value);
|
|
} else if(m_uniform_value_float[value_index] == value) {
|
|
needs_update = false;
|
|
} else {
|
|
m_uniform_value_float[value_index] = value;
|
|
}
|
|
if(needs_update) {
|
|
GLDEBUG(glUniform1f(m_uniforms[location], value));
|
|
}
|
|
}
|
|
}
|
|
void KRPipeline::setUniform(int location, int value)
|
|
{
|
|
if(m_uniforms[location] != -1) {
|
|
int value_index = m_uniform_value_index[location];
|
|
bool needs_update = true;
|
|
if(value_index == -1) {
|
|
m_uniform_value_index[location] = (int)m_uniform_value_int.size();
|
|
m_uniform_value_int.push_back(value);
|
|
} else if(m_uniform_value_int[value_index] == value) {
|
|
needs_update = false;
|
|
} else {
|
|
m_uniform_value_int[value_index] = value;
|
|
}
|
|
if(needs_update) {
|
|
GLDEBUG(glUniform1i(m_uniforms[location], value));
|
|
}
|
|
}
|
|
}
|
|
|
|
void KRPipeline::setUniform(int location, const Vector2 &value)
|
|
{
|
|
if(m_uniforms[location] != -1) {
|
|
int value_index = m_uniform_value_index[location];
|
|
bool needs_update = true;
|
|
if(value_index == -1) {
|
|
m_uniform_value_index[location] = (int)m_uniform_value_vector2.size();
|
|
m_uniform_value_vector2.push_back(value);
|
|
} else if(m_uniform_value_vector2[value_index] == value) {
|
|
needs_update = false;
|
|
} else {
|
|
m_uniform_value_vector2[value_index] = value;
|
|
}
|
|
if(needs_update) {
|
|
GLDEBUG(glUniform2f(m_uniforms[location], value.x, value.y));
|
|
}
|
|
}
|
|
}
|
|
void KRPipeline::setUniform(int location, const Vector3 &value)
|
|
{
|
|
if(m_uniforms[location] != -1) {
|
|
int value_index = m_uniform_value_index[location];
|
|
bool needs_update = true;
|
|
if(value_index == -1) {
|
|
m_uniform_value_index[location] = (int)m_uniform_value_vector3.size();
|
|
m_uniform_value_vector3.push_back(value);
|
|
} else if(m_uniform_value_vector3[value_index] == value) {
|
|
needs_update = false;
|
|
} else {
|
|
m_uniform_value_vector3[value_index] = value;
|
|
}
|
|
if(needs_update) {
|
|
GLDEBUG(glUniform3f(m_uniforms[location], value.x, value.y, value.z));
|
|
}
|
|
}
|
|
}
|
|
void KRPipeline::setUniform(int location, const Vector4 &value)
|
|
{
|
|
if(m_uniforms[location] != -1) {
|
|
int value_index = m_uniform_value_index[location];
|
|
bool needs_update = true;
|
|
if(value_index == -1) {
|
|
m_uniform_value_index[location] = (int)m_uniform_value_vector4.size();
|
|
m_uniform_value_vector4.push_back(value);
|
|
} else if(m_uniform_value_vector4[value_index] == value) {
|
|
needs_update = false;
|
|
} else {
|
|
m_uniform_value_vector4[value_index] = value;
|
|
}
|
|
if(needs_update) {
|
|
GLDEBUG(glUniform4f(m_uniforms[location], value.x, value.y, value.z, value.w));
|
|
}
|
|
}
|
|
}
|
|
|
|
void KRPipeline::setUniform(int location, const Matrix4 &value)
|
|
{
|
|
if(m_uniforms[location] != -1) {
|
|
int value_index = m_uniform_value_index[location];
|
|
bool needs_update = true;
|
|
if(value_index == -1) {
|
|
m_uniform_value_index[location] = (int)m_uniform_value_mat4.size();
|
|
m_uniform_value_mat4.push_back(value);
|
|
} else if(m_uniform_value_mat4[value_index] == value) {
|
|
needs_update = false;
|
|
} else {
|
|
m_uniform_value_mat4[value_index] = value;
|
|
}
|
|
if(needs_update) {
|
|
GLDEBUG(glUniformMatrix4fv(m_uniforms[location], 1, GL_FALSE, value.c));
|
|
}
|
|
}
|
|
}
|
|
|
|
bool KRPipeline::bind(KRCamera &camera, const KRViewport &viewport, const Matrix4 &matModel, const std::vector<KRPointLight *> &point_lights, const std::vector<KRDirectionalLight *> &directional_lights, const std::vector<KRSpotLight *>&spot_lights, const KRNode::RenderPass &renderPass, const Vector3 &rim_color, float rim_power, const Vector4 &fade_color) {
|
|
if(m_iProgram == 0) {
|
|
return false;
|
|
}
|
|
|
|
bool shander_changed = false;
|
|
if(getContext().getPipelineManager()->m_active_pipeline != this) {
|
|
getContext().getPipelineManager()->m_active_pipeline = this;
|
|
GLDEBUG(glUseProgram(m_iProgram));
|
|
shander_changed = true;
|
|
}
|
|
|
|
|
|
setUniform(KRENGINE_UNIFORM_ABSOLUTE_TIME, getContext().getAbsoluteTime());
|
|
|
|
int light_directional_count = 0;
|
|
//int light_point_count = 0;
|
|
//int light_spot_count = 0;
|
|
// TODO - Need to support multiple lights and more light types in forward rendering
|
|
if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_DEFERRED_GBUFFER && renderPass != KRNode::RENDER_PASS_DEFERRED_OPAQUE && renderPass != KRNode::RENDER_PASS_GENERATE_SHADOWMAPS) {
|
|
|
|
|
|
for(std::vector<KRDirectionalLight *>::const_iterator light_itr=directional_lights.begin(); light_itr != directional_lights.end(); light_itr++) {
|
|
KRDirectionalLight *directional_light = (*light_itr);
|
|
if(light_directional_count == 0) {
|
|
int cShadowBuffers = directional_light->getShadowBufferCount();
|
|
if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] != -1 && cShadowBuffers > 0) {
|
|
if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 3, directional_light->getShadowTextures()[0])) {
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
}
|
|
|
|
m_pContext->getTextureManager()->_setWrapModeS(3, GL_CLAMP_TO_EDGE);
|
|
m_pContext->getTextureManager()->_setWrapModeT(3, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] != -1 && cShadowBuffers > 1 && camera.settings.m_cShadowBuffers > 1) {
|
|
if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 4, directional_light->getShadowTextures()[1])) {
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
}
|
|
m_pContext->getTextureManager()->_setWrapModeS(4, GL_CLAMP_TO_EDGE);
|
|
m_pContext->getTextureManager()->_setWrapModeT(4, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] != -1 && cShadowBuffers > 2 && camera.settings.m_cShadowBuffers > 2) {
|
|
if(m_pContext->getTextureManager()->selectTexture(GL_TEXTURE_2D, 5, directional_light->getShadowTextures()[2])) {
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
|
|
GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
|
|
}
|
|
m_pContext->getTextureManager()->_setWrapModeS(5, GL_CLAMP_TO_EDGE);
|
|
m_pContext->getTextureManager()->_setWrapModeT(5, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
Matrix4 matBias;
|
|
matBias.translate(1.0, 1.0, 1.0);
|
|
matBias.scale(0.5);
|
|
for(int iShadow=0; iShadow < cShadowBuffers; iShadow++) {
|
|
setUniform(KRENGINE_UNIFORM_SHADOWMVP1 + iShadow, matModel * directional_light->getShadowViewports()[iShadow].getViewProjectionMatrix() * matBias);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE] != -1) {
|
|
Matrix4 inverseModelMatrix = matModel;
|
|
inverseModelMatrix.invert();
|
|
|
|
// Bind the light direction vector
|
|
Vector3 lightDirObject = Matrix4::Dot(inverseModelMatrix, directional_light->getWorldLightDirection());
|
|
lightDirObject.normalize();
|
|
setUniform(KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE, lightDirObject);
|
|
}
|
|
}
|
|
|
|
light_directional_count++;
|
|
}
|
|
|
|
//light_point_count = point_lights.size();
|
|
//light_spot_count = spot_lights.size();
|
|
}
|
|
|
|
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE] != -1) {
|
|
Matrix4 inverseModelMatrix = matModel;
|
|
inverseModelMatrix.invert();
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE] != -1) {
|
|
// Transform location of camera to object space for calculation of specular halfVec
|
|
Vector3 cameraPosObject = Matrix4::Dot(inverseModelMatrix, viewport.getCameraPosition());
|
|
setUniform(KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE, cameraPosObject);
|
|
}
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_MVP] != -1 || m_uniforms[KRPipeline::KRENGINE_UNIFORM_INVMVP] != -1) {
|
|
// Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
|
|
Matrix4 mvpMatrix = matModel * viewport.getViewProjectionMatrix();
|
|
setUniform(KRENGINE_UNIFORM_MVP, mvpMatrix);
|
|
|
|
if(m_uniforms[KRPipeline::KRENGINE_UNIFORM_INVMVP] != -1) {
|
|
setUniform(KRPipeline::KRENGINE_UNIFORM_INVMVP, Matrix4::Invert(mvpMatrix));
|
|
}
|
|
}
|
|
|
|
if(m_uniforms[KRPipeline::KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN] != -1 || m_uniforms[KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE] != -1 || m_uniforms[KRPipeline::KRENGINE_UNIFORM_MODEL_VIEW] != -1) {
|
|
Matrix4 matModelView = matModel * viewport.getViewMatrix();
|
|
setUniform(KRENGINE_UNIFORM_MODEL_VIEW, matModelView);
|
|
|
|
|
|
if(m_uniforms[KRPipeline::KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN] != -1) {
|
|
Vector3 view_space_model_origin = Matrix4::Dot(matModelView, Vector3::Zero()); // Origin point of model space is the light source position. No perspective, so no w divide required
|
|
setUniform(KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN, view_space_model_origin);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE] != -1) {
|
|
Matrix4 matModelViewInverseTranspose = matModelView;
|
|
matModelViewInverseTranspose.transpose();
|
|
matModelViewInverseTranspose.invert();
|
|
setUniform(KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE, matModelViewInverseTranspose);
|
|
}
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE] != -1) {
|
|
Matrix4 matModelInverseTranspose = matModel;
|
|
matModelInverseTranspose.transpose();
|
|
matModelInverseTranspose.invert();
|
|
setUniform(KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE, matModelInverseTranspose);
|
|
}
|
|
|
|
if(m_uniforms[KRPipeline::KRENGINE_UNIFORM_INVP] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_INVP, viewport.getInverseProjectionMatrix());
|
|
}
|
|
|
|
if(m_uniforms[KRPipeline::KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE] != -1) {
|
|
Matrix4 matInvMVPNoTranslate = matModel * viewport.getViewMatrix();;
|
|
// Remove the translation
|
|
matInvMVPNoTranslate.getPointer()[3] = 0;
|
|
matInvMVPNoTranslate.getPointer()[7] = 0;
|
|
matInvMVPNoTranslate.getPointer()[11] = 0;
|
|
matInvMVPNoTranslate.getPointer()[12] = 0;
|
|
matInvMVPNoTranslate.getPointer()[13] = 0;
|
|
matInvMVPNoTranslate.getPointer()[14] = 0;
|
|
matInvMVPNoTranslate.getPointer()[15] = 1.0;
|
|
matInvMVPNoTranslate = matInvMVPNoTranslate * viewport.getProjectionMatrix();
|
|
matInvMVPNoTranslate.invert();
|
|
setUniform(KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE, matInvMVPNoTranslate);
|
|
}
|
|
|
|
setUniform(KRENGINE_UNIFORM_MODEL_MATRIX, matModel);
|
|
if(m_uniforms[KRENGINE_UNIFORM_PROJECTION_MATRIX] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_PROJECTION_MATRIX, viewport.getProjectionMatrix());
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_VIEWPORT, Vector4::Create(
|
|
(GLfloat)0.0,
|
|
(GLfloat)0.0,
|
|
(GLfloat)viewport.getSize().x,
|
|
(GLfloat)viewport.getSize().y
|
|
)
|
|
);
|
|
}
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE, camera.getDownsample());
|
|
}
|
|
|
|
// Rim highlighting parameters
|
|
setUniform(KRENGINE_UNIFORM_RIM_COLOR, rim_color);
|
|
setUniform(KRENGINE_UNIFORM_RIM_POWER, rim_power);
|
|
|
|
// Fade parameters
|
|
setUniform(KRENGINE_UNIFORM_FADE_COLOR, fade_color);
|
|
|
|
// Fog parameters
|
|
setUniform(KRENGINE_UNIFORM_FOG_NEAR, camera.settings.fog_near);
|
|
setUniform(KRENGINE_UNIFORM_FOG_FAR, camera.settings.fog_far);
|
|
setUniform(KRENGINE_UNIFORM_FOG_DENSITY, camera.settings.fog_density);
|
|
setUniform(KRENGINE_UNIFORM_FOG_COLOR, camera.settings.fog_color);
|
|
|
|
if(m_uniforms[KRENGINE_UNIFORM_FOG_SCALE] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_FOG_SCALE, 1.0f / (camera.settings.fog_far - camera.settings.fog_near));
|
|
}
|
|
if(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL, -camera.settings.fog_density * 1.442695f); // -fog_density / log(2)
|
|
}
|
|
if(m_uniforms[KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED] != -1) {
|
|
setUniform(KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED, (float)(-camera.settings.fog_density * camera.settings.fog_density * 1.442695)); // -fog_density * fog_density / log(2)
|
|
}
|
|
|
|
// Sets the diffuseTexture variable to the first texture unit
|
|
setUniform(KRENGINE_UNIFORM_DIFFUSETEXTURE, 0);
|
|
|
|
// Sets the specularTexture variable to the second texture unit
|
|
setUniform(KRENGINE_UNIFORM_SPECULARTEXTURE, 1);
|
|
|
|
// Sets the normalTexture variable to the third texture unit
|
|
setUniform(KRENGINE_UNIFORM_NORMALTEXTURE, 2);
|
|
|
|
// Sets the shadowTexture variable to the fourth texture unit
|
|
setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE1, 3);
|
|
setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE2, 4);
|
|
setUniform(KRENGINE_UNIFORM_SHADOWTEXTURE3, 5);
|
|
setUniform(KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE, 4);
|
|
setUniform(KRENGINE_UNIFORM_LIGHTMAPTEXTURE, 5);
|
|
setUniform(KRENGINE_UNIFORM_GBUFFER_FRAME, 6);
|
|
setUniform(KRENGINE_UNIFORM_GBUFFER_DEPTH, 7); // Texture unit 7 is used for reading the depth buffer in gBuffer pass #2 and in post-processing pass
|
|
setUniform(KRENGINE_UNIFORM_REFLECTIONTEXTURE, 7); // Texture unit 7 is used for the reflection map textures in gBuffer pass #3 and when using forward rendering
|
|
setUniform(KRENGINE_UNIFORM_DEPTH_FRAME, 0);
|
|
setUniform(KRENGINE_UNIFORM_RENDER_FRAME, 1);
|
|
setUniform(KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME, 2);
|
|
|
|
#if defined(DEBUG)
|
|
if(shander_changed) { // FINDME!! KIP!! HACK!!
|
|
GLint logLength;
|
|
|
|
GLint validate_status = GL_FALSE;
|
|
GLDEBUG(glValidateProgram(m_iProgram));
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_VALIDATE_STATUS, &validate_status));
|
|
if(validate_status != GL_TRUE) {
|
|
KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to validate shader program: %s", m_szKey);
|
|
logLength = 0; // In case glGetProgramiv fails
|
|
GLDEBUG(glGetProgramiv(m_iProgram, GL_INFO_LOG_LENGTH, &logLength));
|
|
if (logLength > 0)
|
|
{
|
|
GLchar *log = (GLchar *)malloc(logLength + 1);
|
|
assert(log != NULL);
|
|
log[0] = '\0'; // In case glGetProgramInfoLog fails
|
|
GLDEBUG(glGetProgramInfoLog(m_iProgram, logLength, &logLength, log));
|
|
log[logLength] = '\0';
|
|
KRContext::Log(KRContext::LOG_LEVEL_ERROR, "Program validate log:\n%s", log);
|
|
free(log);
|
|
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
const char *KRPipeline::getKey() const {
|
|
return m_szKey;
|
|
}
|
|
|
|
VkRenderPass& KRPipeline::getRenderPass()
|
|
{
|
|
return m_renderPass;
|
|
}
|
|
|
|
VkPipeline& KRPipeline::getPipeline()
|
|
{
|
|
return m_graphicsPipeline;
|
|
} |