Files
kraken/kraken/KRPipeline.cpp
2022-02-13 22:22:51 -08:00

806 lines
36 KiB
C++

//
// KRPipeline.cpp
// Kraken Engine
//
// Copyright 2021 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
#include "KRPipeline.h"
#include "assert.h"
#include "KRLight.h"
#include "KRDirectionalLight.h"
#include "KRSpotLight.h"
#include "KRPointLight.h"
#include "KRContext.h"
const char *KRPipeline::KRENGINE_UNIFORM_NAMES[] = {
"material_ambient", // KRENGINE_UNIFORM_MATERIAL_AMBIENT
"material_diffuse", // KRENGINE_UNIFORM_MATERIAL_DIFFUSE
"material_specular", // KRENGINE_UNIFORM_MATERIAL_SPECULAR
"material_reflection", // KRENGINE_UNIFORM_MATERIAL_REFLECTION
"material_alpha", // KRENGINE_UNIFORM_MATERIAL_ALPHA
"material_shininess", // KRENGINE_UNIFORM_MATERIAL_SHININESS
"light_position", // KRENGINE_UNIFORM_LIGHT_POSITION
"light_direction_model_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_MODEL_SPACE
"light_direction_view_space", // KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE
"light_color", // KRENGINE_UNIFORM_LIGHT_COLOR
"light_decay_start", // KRENGINE_UNIFORM_LIGHT_DECAY_START
"light_cutoff", // KRENGINE_UNIFORM_LIGHT_CUTOFF
"light_intensity", // KRENGINE_UNIFORM_LIGHT_INTENSITY
"flare_size", // KRENGINE_UNIFORM_FLARE_SIZE
"view_space_model_origin", // KRENGINE_UNIFORM_VIEW_SPACE_MODEL_ORIGIN
"mvp_matrix", // KRENGINE_UNIFORM_MVP
"inv_projection_matrix", // KRENGINE_UNIFORM_INVP
"inv_mvp_matrix", // KRENGINE_UNIFORM_INVMVP
"inv_mvp_matrix_no_translate", // KRENGINE_UNIFORM_INVMVP_NO_TRANSLATE
"model_view_inverse_transpose_matrix", // KRENGINE_UNIFORM_MODEL_VIEW_INVERSE_TRANSPOSE
"model_inverse_transpose_matrix", // KRENGINE_UNIFORM_MODEL_INVERSE_TRANSPOSE
"model_view_matrix", // KRENGINE_UNIFORM_MODEL_VIEW
"model_matrix", // KRENGINE_UNIFORM_MODEL_MATRIX
"projection_matrix", // KRENGINE_UNIFORM_PROJECTION_MATRIX
"camera_position_model_space", // KRENGINE_UNIFORM_CAMERAPOS_MODEL_SPACE
"viewport", // KRENGINE_UNIFORM_VIEWPORT
"viewport_downsample", // KRENGINE_UNIFORM_VIEWPORT_DOWNSAMPLE
"diffuseTexture", // KRENGINE_UNIFORM_DIFFUSETEXTURE
"specularTexture", // KRENGINE_UNIFORM_SPECULARTEXTURE
"reflectionCubeTexture", // KRENGINE_UNIFORM_REFLECTIONCUBETEXTURE
"reflectionTexture", // KRENGINE_UNIFORM_REFLECTIONTEXTURE
"normalTexture", // KRENGINE_UNIFORM_NORMALTEXTURE
"diffuseTexture_Scale", // KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE
"specularTexture_Scale", // KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE
"reflectionTexture_Scale", // KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE
"normalTexture_Scale", // KRENGINE_UNIFORM_NORMALTEXTURE_SCALE
"normalTexture_Scale", // KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE
"diffuseTexture_Offset", // KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET
"specularTexture_Offset", // KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET
"reflectionTexture_Offset", // KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET
"normalTexture_Offset", // KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET
"ambientTexture_Offset", // KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET
"shadow_mvp1", // KRENGINE_UNIFORM_SHADOWMVP1
"shadow_mvp2", // KRENGINE_UNIFORM_SHADOWMVP2
"shadow_mvp3", // KRENGINE_UNIFORM_SHADOWMVP3
"shadowTexture1", // KRENGINE_UNIFORM_SHADOWTEXTURE1
"shadowTexture2", // KRENGINE_UNIFORM_SHADOWTEXTURE2
"shadowTexture3", // KRENGINE_UNIFORM_SHADOWTEXTURE3
"lightmapTexture", // KRENGINE_UNIFORM_LIGHTMAPTEXTURE
"gbuffer_frame", // KRENGINE_UNIFORM_GBUFFER_FRAME
"gbuffer_depth", // KRENGINE_UNIFORM_GBUFFER_DEPTH
"depthFrame", // KRENGINE_UNIFORM_DEPTH_FRAME
"volumetricEnvironmentFrame", // KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME
"renderFrame", // KRENGINE_UNIFORM_RENDER_FRAME
"time_absolute", // KRENGINE_UNIFORM_ABSOLUTE_TIME
"fog_near", // KRENGINE_UNIFORM_FOG_NEAR
"fog_far", // KRENGINE_UNIFORM_FOG_FAR
"fog_density", // KRENGINE_UNIFORM_FOG_DENSITY
"fog_color", // KRENGINE_UNIFORM_FOG_COLOR
"fog_scale", // KRENGINE_UNIFORM_FOG_SCALE
"fog_density_premultiplied_exponential", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_EXPONENTIAL
"fog_density_premultiplied_squared", // KRENGINE_UNIFORM_DENSITY_PREMULTIPLIED_SQUARED
"slice_depth_scale", // KRENGINE_UNIFORM_SLICE_DEPTH_SCALE
"particle_origin", // KRENGINE_UNIFORM_PARTICLE_ORIGIN
"bone_transforms", // KRENGINE_UNIFORM_BONE_TRANSFORMS
"rim_color", // KRENGINE_UNIFORM_RIM_COLOR
"rim_power", // KRENGINE_UNIFORM_RIM_POWER
"fade_color", // KRENGINE_UNIFORM_FADE_COLOR
};
KRPipeline::KRPipeline(KRContext& context, KrDeviceHandle deviceHandle, VkFormat swapChainImageFormat, uint32_t swapChainWidth, uint32_t swapChainHeight, const char* szKey, const std::vector<KRShader*>& shaders)
: KRContextObject(context)
, m_iProgram(0) // not used for Vulkan
{
m_pipelineLayout = nullptr;
m_graphicsPipeline = nullptr;
m_renderPass = nullptr;
KRDevice& device = *m_pContext->getDeviceManager()->getDevice(deviceHandle);
// TODO - Handle device removal
strcpy(m_szKey, szKey);
const int kMaxStages = 4;
VkPipelineShaderStageCreateInfo stages[kMaxStages];
memset(static_cast<void*>(stages), 0, sizeof(VkPipelineShaderStageCreateInfo) * kMaxStages);
size_t stage_count = 0;
for (KRShader* shader : shaders) {
VkShaderModule shaderModule;
if (!shader->createShaderModule(device.m_logicalDevice, shaderModule)) {
// failed! TODO - Error handling
}
VkPipelineShaderStageCreateInfo& stageInfo = stages[stage_count++];
stageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
if (shader->getSubExtension().compare("vert") == 0) {
stageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
} else if (shader->getSubExtension().compare("frag") == 0) {
stageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
} else {
// failed! TODO - Error handling
}
stageInfo.module = shaderModule;
stageInfo.pName = "main";
}
VkAttachmentDescription colorAttachment{};
colorAttachment.format = swapChainImageFormat;
colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkAttachmentReference colorAttachmentRef{};
colorAttachmentRef.attachment = 0;
colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorAttachmentRef;
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependency.srcAccessMask = 0;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
VkRenderPassCreateInfo renderPassInfo{};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = 1;
renderPassInfo.pAttachments = &colorAttachment;
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
renderPassInfo.dependencyCount = 1;
renderPassInfo.pDependencies = &dependency;
if (vkCreateRenderPass(device.m_logicalDevice, &renderPassInfo, nullptr, &m_renderPass) != VK_SUCCESS) {
// failed! TODO - Error handling
}
// TODO - Make bindings dynamic...
VkVertexInputBindingDescription bindingDescription{};
bindingDescription.binding = 0;
bindingDescription.stride = sizeof(float) * 3 + sizeof(uint16_t) * 2;
bindingDescription.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
const int kMaxVertexDescriptions = 16;
VkVertexInputAttributeDescription vertexAttributeDescriptions[kMaxVertexDescriptions]{};
// position
vertexAttributeDescriptions[0].binding = 0;
vertexAttributeDescriptions[0].location = 0;
vertexAttributeDescriptions[0].format = VK_FORMAT_R32G32B32_SFLOAT;
vertexAttributeDescriptions[0].offset = 0;
// uv
vertexAttributeDescriptions[1].binding = 0;
vertexAttributeDescriptions[1].location = 1;
vertexAttributeDescriptions[1].format = VK_FORMAT_R32G32_SFLOAT;
vertexAttributeDescriptions[1].offset = sizeof(float) * 3;
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.vertexBindingDescriptionCount = 1;
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
vertexInputInfo.vertexAttributeDescriptionCount = 2;
vertexInputInfo.pVertexAttributeDescriptions = vertexAttributeDescriptions;
VkPipelineInputAssemblyStateCreateInfo inputAssembly{};
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
inputAssembly.primitiveRestartEnable = VK_FALSE;
VkViewport viewport{};
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = static_cast<float>(swapChainWidth);
viewport.height = static_cast<float>(swapChainHeight);
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
VkRect2D scissor{};
scissor.offset = { 0, 0 };
scissor.extent.width = swapChainWidth;
scissor.extent.height = swapChainHeight;
VkPipelineViewportStateCreateInfo viewportState{};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.pViewports = &viewport;
viewportState.scissorCount = 1;
viewportState.pScissors = &scissor;
VkPipelineRasterizationStateCreateInfo rasterizer{};
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.depthClampEnable = VK_FALSE;
rasterizer.rasterizerDiscardEnable = VK_FALSE;
rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
rasterizer.lineWidth = 1.0f;
rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
rasterizer.depthBiasEnable = VK_FALSE;
rasterizer.depthBiasConstantFactor = 0.0f;
rasterizer.depthBiasClamp = 0.0f;
rasterizer.depthBiasSlopeFactor = 0.0f;
VkPipelineMultisampleStateCreateInfo multisampling{};
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.sampleShadingEnable = VK_FALSE;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
multisampling.minSampleShading = 1.0f;
multisampling.pSampleMask = nullptr;
multisampling.alphaToCoverageEnable = VK_FALSE;
multisampling.alphaToOneEnable = VK_FALSE;
VkPipelineColorBlendAttachmentState colorBlendAttachment{};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_FALSE;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
VkPipelineColorBlendStateCreateInfo colorBlending{};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.logicOpEnable = VK_FALSE;
colorBlending.logicOp = VK_LOGIC_OP_COPY;
colorBlending.attachmentCount = 1;
colorBlending.pAttachments = &colorBlendAttachment;
colorBlending.blendConstants[0] = 0.0f;
colorBlending.blendConstants[1] = 0.0f;
colorBlending.blendConstants[2] = 0.0f;
colorBlending.blendConstants[3] = 0.0f;
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 0;
pipelineLayoutInfo.pSetLayouts = nullptr;
pipelineLayoutInfo.pushConstantRangeCount = 0;
pipelineLayoutInfo.pPushConstantRanges = nullptr;
if (vkCreatePipelineLayout(device.m_logicalDevice, &pipelineLayoutInfo, nullptr, &m_pipelineLayout) != VK_SUCCESS) {
// failed! TODO - Error handling
}
VkGraphicsPipelineCreateInfo pipelineInfo{};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = stage_count;
pipelineInfo.pStages = stages;
pipelineInfo.pVertexInputState = &vertexInputInfo;
pipelineInfo.pInputAssemblyState = &inputAssembly;
pipelineInfo.pViewportState = &viewportState;
pipelineInfo.pRasterizationState = &rasterizer;
pipelineInfo.pMultisampleState = &multisampling;
pipelineInfo.pDepthStencilState = nullptr;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDynamicState = nullptr;
pipelineInfo.layout = m_pipelineLayout;
pipelineInfo.renderPass = m_renderPass;
pipelineInfo.subpass = 0;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
pipelineInfo.basePipelineIndex = -1;
if (vkCreateGraphicsPipelines(device.m_logicalDevice, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &m_graphicsPipeline) != VK_SUCCESS) {
// Failed! TODO - Error handling
}
}
KRPipeline::KRPipeline(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource) : KRContextObject(context)
{
strcpy(m_szKey, szKey);
m_iProgram = 0;
GLuint vertexShader = 0, fragShader = 0;
const GLchar *vertSource[2] = {options.c_str(), vertShaderSource.c_str()};
const GLchar *fragSource[2] = {options.c_str(), fragShaderSource.c_str()};
// Create shader program.
GLDEBUG(m_iProgram = glCreateProgram());
// Create and compile vertex shader.
GLDEBUG(vertexShader = glCreateShader(GL_VERTEX_SHADER));
GLDEBUG(glShaderSource(vertexShader, 2, vertSource, NULL));
GLDEBUG(glCompileShader(vertexShader));
// Report any compile issues to stderr
GLint logLength = 0;
GLDEBUG(glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength));
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength + 1);
assert(log != NULL);
log[0] = '\0'; // In case glGetShaderInfoLog fails
GLDEBUG(glGetShaderInfoLog(vertexShader, logLength, &logLength, log));
log[logLength] = '\0';
KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to compile vertex shader: %s\nShader compile log:\n%s", szKey, log);
free(log);
}
// Create and compile vertex shader.
GLDEBUG(fragShader = glCreateShader(GL_FRAGMENT_SHADER));
GLDEBUG(glShaderSource(fragShader, 2, fragSource, NULL));
GLDEBUG(glCompileShader(fragShader));
// Report any compile issues to stderr
logLength = 0; // In case glGetShaderiv fails
GLDEBUG(glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength));
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength + 1);
assert(log != NULL);
log[0] = '\0'; // In case glGetShaderInfoLog fails
GLDEBUG(glGetShaderInfoLog(fragShader, logLength, &logLength, log));
log[logLength] = '\0';
KRContext::Log(KRContext::LOG_LEVEL_ERROR, "KREngine - Failed to compile fragment shader: %s\nShader compile log:\n%s", szKey, log);
free(log);
}
// Attach vertex shader to program.
GLDEBUG(glAttachShader(m_iProgram, vertexShader));
// Attach fragment shader to program.
GLDEBUG(glAttachShader(m_iProgram, fragShader));
// Bind attribute locations.
// This needs to be done prior to linking.
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;
}