remove custom shader header generation build-step in favor of c++11 raw string literals

rework shader loading code to handle an arbitrary amount of to-be-concatenated strings
This commit is contained in:
decimad 2016-12-22 16:11:28 +01:00 committed by Maciej Suminski
parent 047f52e7cb
commit 77f9cd0cb0
8 changed files with 298 additions and 276 deletions

View File

@ -19,24 +19,6 @@ if( NOT APPLE ) # windows and linux use openssl under curl
find_package( OpenSSL REQUIRED )
endif()
# Generate header files containing shader programs
# Order of input files is significant
add_custom_command(
OUTPUT gal/opengl/shader_src.h
COMMAND ${CMAKE_COMMAND}
-DinputFiles="${PROJECT_SOURCE_DIR}/common/gal/opengl/shader.vert\\;${PROJECT_SOURCE_DIR}/common/gal/opengl/shader.frag"
-DoutputFile="shader_src.h"
-P ${CMAKE_MODULE_PATH}/Shaders.cmake
WORKING_DIRECTORY ${PROJECT_SOURCE_DIR}/common/gal/opengl
COMMENT "Generating headers containing GLSL source code"
)
add_custom_target(
shader_headers ALL
DEPENDS gal/opengl/shader_src.h
)
set( GAL_SRCS
# Common part
basic_gal.cpp
@ -56,6 +38,7 @@ set( GAL_SRCS
# OpenGL GAL
gal/opengl/opengl_gal.cpp
gal/opengl/gl_resources.cpp
gal/opengl/gl_builtin_shaders.cpp
gal/opengl/shader.cpp
gal/opengl/vertex_item.cpp
gal/opengl/vertex_container.cpp

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@ -0,0 +1,229 @@
#include "gl_builtin_shaders.h"
namespace KIGFX {
namespace BUILTIN_SHADERS {
/*
*
* KiCad shaders
*
*/
const char kicad_vertex_shader[] = R"SHADER_SOURCE(
/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Vertex shader
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Shader types
const float SHADER_LINE = 1.0;
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
// Minimum line width
const float MIN_WIDTH = 1.0;
attribute vec4 attrShaderParams;
varying vec4 shaderParams;
varying vec2 circleCoords;
void main()
{
// Pass attributes to the fragment shader
shaderParams = attrShaderParams;
if( shaderParams[0] == SHADER_LINE )
{
float lineWidth = shaderParams[3];
float worldScale = abs( gl_ModelViewMatrix[0][0] );
// Make lines appear to be at least 1 pixel wide
if( worldScale * lineWidth < MIN_WIDTH )
gl_Position = gl_ModelViewProjectionMatrix *
( gl_Vertex + vec4( shaderParams.yz * MIN_WIDTH / ( worldScale * lineWidth ), 0.0, 0.0 ) );
else
gl_Position = gl_ModelViewProjectionMatrix *
( gl_Vertex + vec4( shaderParams.yz, 0.0, 0.0 ) );
}
else if( ( shaderParams[0] == SHADER_STROKED_CIRCLE ) ||
( shaderParams[0] == SHADER_FILLED_CIRCLE ) )
{
// Compute relative circle coordinates basing on indices
// Circle
if( shaderParams[1] == 1.0 )
circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
else if( shaderParams[1] == 2.0 )
circleCoords = vec2( sqrt( 3.0 ), -1.0 );
else if( shaderParams[1] == 3.0 )
circleCoords = vec2( 0.0, 2.0 );
// Semicircle
else if( shaderParams[1] == 4.0 )
circleCoords = vec2( -3.0 / sqrt( 3.0 ), 0.0 );
else if( shaderParams[1] == 5.0 )
circleCoords = vec2( 3.0 / sqrt( 3.0 ), 0.0 );
else if( shaderParams[1] == 6.0 )
circleCoords = vec2( 0.0, 2.0 );
// Make the line appear to be at least 1 pixel wide
float lineWidth = shaderParams[3];
float worldScale = abs( gl_ModelViewMatrix[0][0] );
if( worldScale * lineWidth < MIN_WIDTH )
shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth );
gl_Position = ftransform();
}
else
{
// Pass through the coordinates like in the fixed pipeline
gl_Position = ftransform();
}
gl_FrontColor = gl_Color;
}
)SHADER_SOURCE";
const char kicad_fragment_shader[] = R"SHADER_SOURCE(
/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* Copyright (C) 2016 Kicad Developers, see authors.txt for contributors.
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Fragment shader
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Multi-channel signed distance field
#define USE_MSDF
// Shader types
const float SHADER_LINE = 1.0;
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
varying vec4 shaderParams;
varying vec2 circleCoords;
uniform sampler2D fontTexture;
// Needed to reconstruct the mipmap level / texel derivative
uniform int fontTextureWidth;
void filledCircle( vec2 aCoord )
{
if( dot( aCoord, aCoord ) < 1.0 )
gl_FragColor = gl_Color;
else
discard;
}
void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
{
float outerRadius = aRadius + ( aWidth / 2 );
float innerRadius = aRadius - ( aWidth / 2 );
float relWidth = innerRadius / outerRadius;
if( ( dot( aCoord, aCoord ) < 1.0 ) &&
( dot( aCoord, aCoord ) > relWidth * relWidth ) )
gl_FragColor = gl_Color;
else
discard;
}
#ifdef USE_MSDF
float median( vec3 v )
{
return max( min( v.r, v.g ), min( max( v.r, v.g ), v.b ) );
}
#endif
void main()
{
if( shaderParams[0] == SHADER_FILLED_CIRCLE )
{
filledCircle( circleCoords );
}
else if( shaderParams[0] == SHADER_STROKED_CIRCLE )
{
strokedCircle( circleCoords, shaderParams[2], shaderParams[3] );
}
else if( shaderParams[0] == SHADER_FONT )
{
vec2 tex = shaderParams.yz;
// Unless we're streching chars it is okay to consider
// one derivative for filtering
float derivative = length( dFdx( tex ) ) * fontTextureWidth / 4;
#ifdef USE_MSDF
float dist = median( texture2D( fontTexture, tex ).rgb );
#else
float dist = texture2D( fontTexture, tex ).r;
#endif
// use the derivative for zoom-adaptive filtering
float alpha = smoothstep( 0.5 - derivative, 0.5 + derivative, dist );
gl_FragColor = vec4( gl_Color.rgb, alpha );
}
else
{
// Simple pass-through
gl_FragColor = gl_Color;
}
}
)SHADER_SOURCE";
}
}

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@ -0,0 +1,14 @@
#ifndef GAL_GL_BUILTIN_SHADERS_H__
#define GAL_GL_BUILTIN_SHADERS_H__
namespace KIGFX {
namespace BUILTIN_SHADERS {
extern const char kicad_vertex_shader[];
extern const char kicad_fragment_shader[];
}
}
#endif

View File

@ -49,6 +49,7 @@ using namespace KIGFX;
// The current font is "Ubuntu Mono" available under Ubuntu Font Licence 1.0
// (see ubuntu-font-licence-1.0.txt for details)
#include "gl_resources.h"
#include "gl_builtin_shaders.h"
using namespace KIGFX::BUILTIN_FONT;
static void InitTesselatorCallbacks( GLUtesselator* aTesselator );
@ -1558,10 +1559,10 @@ void OPENGL_GAL::OPENGL_TEST::Render( wxPaintEvent& WXUNUSED( aEvent ) )
error( "Vertex buffer objects are not supported!" );
// Prepare shaders
else if( !m_gal->shader->IsLinked() && !m_gal->shader->LoadBuiltinShader( 0, SHADER_TYPE_VERTEX ) )
else if( !m_gal->shader->IsLinked() && !m_gal->shader->LoadShaderFromStrings( SHADER_TYPE_VERTEX, BUILTIN_SHADERS::kicad_vertex_shader ) )
error( "Cannot compile vertex shader!" );
else if( !m_gal->shader->IsLinked() && !m_gal->shader->LoadBuiltinShader( 1, SHADER_TYPE_FRAGMENT ) )
else if( !m_gal->shader->IsLinked() && !m_gal->shader->LoadShaderFromStrings(SHADER_TYPE_FRAGMENT, BUILTIN_SHADERS::kicad_fragment_shader ) )
error( "Cannot compile fragment shader!" );
else if( !m_gal->shader->IsLinked() && !m_gal->shader->Link() )

View File

@ -34,7 +34,6 @@
#include <cassert>
#include <gal/opengl/shader.h>
#include "shader_src.h"
using namespace KIGFX;
@ -76,22 +75,12 @@ SHADER::~SHADER()
}
}
bool SHADER::LoadBuiltinShader( unsigned int aShaderNumber, SHADER_TYPE aShaderType )
{
if( aShaderNumber >= shaders_number )
return false;
return addSource( std::string( shaders_src[aShaderNumber] ), aShaderType );
}
bool SHADER::LoadShaderFromFile( const std::string& aShaderSourceName, SHADER_TYPE aShaderType )
bool SHADER::LoadShaderFromFile( SHADER_TYPE aShaderType, const std::string& aShaderSourceName )
{
// Load shader sources
const std::string shaderSource = readSource( aShaderSourceName );
const std::string shaderSource = ReadSource( aShaderSourceName );
return addSource( shaderSource, aShaderType );
return LoadShaderFromStrings( aShaderType, shaderSource );
}
@ -209,7 +198,7 @@ void SHADER::shaderInfo( GLuint aShader )
}
std::string SHADER::readSource( std::string aShaderSourceName )
std::string SHADER::ReadSource( std::string aShaderSourceName )
{
// Open the shader source for reading
std::ifstream inputFile( aShaderSourceName.c_str(), std::ifstream::in );
@ -231,7 +220,8 @@ std::string SHADER::readSource( std::string aShaderSourceName )
}
bool SHADER::addSource( const std::string& aShaderSource, SHADER_TYPE aShaderType )
bool SHADER::loadShaderFromStringArray( SHADER_TYPE aShaderType, const char* const * aArray,
size_t aSize )
{
assert( !isShaderLinked );
@ -249,18 +239,10 @@ bool SHADER::addSource( const std::string& aShaderSource, SHADER_TYPE aShaderTyp
// Get the program info
programInfo( programNumber );
// Copy to char array
char* source = new char[aShaderSource.size() + 1];
strncpy( source, aShaderSource.c_str(), aShaderSource.size() + 1 );
const char** source_ = (const char**) ( &source );
// Attach the source
glShaderSource( shaderNumber, 1, source_, NULL );
// Attach the sources
glShaderSource( shaderNumber, aSize, aArray, NULL );
programInfo( programNumber );
// Delete the allocated char array
delete[] source;
// Compile and attach shader to the program
glCompileShader( shaderNumber );
GLint status;

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@ -1,109 +0,0 @@
/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* Copyright (C) 2016 Kicad Developers, see authors.txt for contributors.
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Fragment shader
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Multi-channel signed distance field
#define USE_MSDF
// Shader types
const float SHADER_LINE = 1.0;
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
varying vec4 shaderParams;
varying vec2 circleCoords;
uniform sampler2D fontTexture;
// Needed to reconstruct the mipmap level / texel derivative
uniform int fontTextureWidth;
void filledCircle( vec2 aCoord )
{
if( dot( aCoord, aCoord ) < 1.0 )
gl_FragColor = gl_Color;
else
discard;
}
void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
{
float outerRadius = aRadius + ( aWidth / 2 );
float innerRadius = aRadius - ( aWidth / 2 );
float relWidth = innerRadius / outerRadius;
if( ( dot( aCoord, aCoord ) < 1.0 ) &&
( dot( aCoord, aCoord ) > relWidth * relWidth ) )
gl_FragColor = gl_Color;
else
discard;
}
#ifdef USE_MSDF
float median( vec3 v )
{
return max( min( v.r, v.g ), min( max( v.r, v.g ), v.b ) );
}
#endif
void main()
{
if( shaderParams[0] == SHADER_FILLED_CIRCLE )
{
filledCircle( circleCoords );
}
else if( shaderParams[0] == SHADER_STROKED_CIRCLE )
{
strokedCircle( circleCoords, shaderParams[2], shaderParams[3] );
}
else if( shaderParams[0] == SHADER_FONT )
{
vec2 tex = shaderParams.yz;
// Unless we're streching chars it is okay to consider
// one derivative for filtering
float derivative = length( dFdx( tex ) ) * fontTextureWidth / 4;
#ifdef USE_MSDF
float dist = median( texture2D( fontTexture, tex ).rgb );
#else
float dist = texture2D( fontTexture, tex ).r;
#endif
// use the derivative for zoom-adaptive filtering
float alpha = smoothstep( 0.5 - derivative, 0.5 + derivative, dist );
gl_FragColor = vec4( gl_Color.rgb, alpha );
}
else
{
// Simple pass-through
gl_FragColor = gl_Color;
}
}

View File

@ -1,96 +0,0 @@
/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2013-2016 CERN
* @author Maciej Suminski <maciej.suminski@cern.ch>
*
* Vertex shader
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#version 120
// Shader types
const float SHADER_LINE = 1.0;
const float SHADER_FILLED_CIRCLE = 2.0;
const float SHADER_STROKED_CIRCLE = 3.0;
const float SHADER_FONT = 4.0;
// Minimum line width
const float MIN_WIDTH = 1.0;
attribute vec4 attrShaderParams;
varying vec4 shaderParams;
varying vec2 circleCoords;
void main()
{
// Pass attributes to the fragment shader
shaderParams = attrShaderParams;
if( shaderParams[0] == SHADER_LINE )
{
float lineWidth = shaderParams[3];
float worldScale = abs( gl_ModelViewMatrix[0][0] );
// Make lines appear to be at least 1 pixel wide
if( worldScale * lineWidth < MIN_WIDTH )
gl_Position = gl_ModelViewProjectionMatrix *
( gl_Vertex + vec4( shaderParams.yz * MIN_WIDTH / ( worldScale * lineWidth ), 0.0, 0.0 ) );
else
gl_Position = gl_ModelViewProjectionMatrix *
( gl_Vertex + vec4( shaderParams.yz, 0.0, 0.0 ) );
}
else if( ( shaderParams[0] == SHADER_STROKED_CIRCLE ) ||
( shaderParams[0] == SHADER_FILLED_CIRCLE ) )
{
// Compute relative circle coordinates basing on indices
// Circle
if( shaderParams[1] == 1.0 )
circleCoords = vec2( -sqrt( 3.0 ), -1.0 );
else if( shaderParams[1] == 2.0 )
circleCoords = vec2( sqrt( 3.0 ), -1.0 );
else if( shaderParams[1] == 3.0 )
circleCoords = vec2( 0.0, 2.0 );
// Semicircle
else if( shaderParams[1] == 4.0 )
circleCoords = vec2( -3.0 / sqrt( 3.0 ), 0.0 );
else if( shaderParams[1] == 5.0 )
circleCoords = vec2( 3.0 / sqrt( 3.0 ), 0.0 );
else if( shaderParams[1] == 6.0 )
circleCoords = vec2( 0.0, 2.0 );
// Make the line appear to be at least 1 pixel wide
float lineWidth = shaderParams[3];
float worldScale = abs( gl_ModelViewMatrix[0][0] );
if( worldScale * lineWidth < MIN_WIDTH )
shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth );
gl_Position = ftransform();
}
else
{
// Pass through the coordinates like in the fixed pipeline
gl_Position = ftransform();
}
gl_FrontColor = gl_Color;
}

View File

@ -46,6 +46,21 @@ enum SHADER_TYPE
SHADER_TYPE_GEOMETRY = GL_GEOMETRY_SHADER ///< Geometry shader
};
namespace DETAIL {
inline const char* translateStringArg( const std::string& str )
{
return str.c_str();
}
inline const char* translateStringArg( const char* str )
{
return str;
}
}
/**
* @brief Class SHADER provides the access to the OpenGL shaders.
*
@ -71,13 +86,19 @@ public:
virtual ~SHADER();
/**
* @brief Loads one of the built-in shaders and compiles it.
*
* @param aShaderNumber is the shader number (indexing from 0).
* @param aShaderType is the type of the shader.
* @return True in case of success, false otherwise.
*/
bool LoadBuiltinShader( unsigned int aShaderNumber, SHADER_TYPE aShaderType );
* @brief Add a shader and compile the shader sources.
*
* @param aArgs is the list of strings (std::string or convertible to const char*) which
are concatenated and compiled as a single shader source code.
* @param aShaderType is the type of the shader.
* @return True in case of success, false otherwise.
*/
template< typename... Args >
bool LoadShaderFromStrings( SHADER_TYPE aShaderType, Args&&... aArgs )
{
const char* arr[] = { DETAIL::translateStringArg( aArgs )... };
return loadShaderFromStringArray( aShaderType, arr, sizeof...(Args) );
}
/**
* @brief Loads one of the built-in shaders and compiles it.
@ -86,7 +107,7 @@ public:
* @param aShaderType is the type of the shader.
* @return True in case of success, false otherwise.
*/
bool LoadShaderFromFile( const std::string& aShaderSourceName, SHADER_TYPE aShaderType );
bool LoadShaderFromFile( SHADER_TYPE aShaderType, const std::string& aShaderSourceName );
/**
* @brief Link the shaders.
@ -170,8 +191,22 @@ public:
*/
int GetAttribute( std::string aAttributeName ) const;
/**
* @brief Read the shader source file
*
* @param aShaderSourceName is the shader source file name.
* @return the source as string
*/
static std::string ReadSource( std::string aShaderSourceName );
private:
/**
* @brief Compile vertex of fragment shader source code into the program.
*/
bool loadShaderFromStringArray( SHADER_TYPE aShaderType, const char * const * aArray,
size_t aSize );
/**
* @brief Get the shader program information.
*
@ -186,23 +221,6 @@ private:
*/
void shaderInfo( GLuint aShader );
/**
* @brief Read the shader source file
*
* @param aShaderSourceName is the shader source file name.
* @return the source as string
*/
std::string readSource( std::string aShaderSourceName );
/**
* @brief Add a shader and compile the shader sources.
*
* @param aShaderSource is the shader source content.
* @param aShaderType is the type of the shader.
* @return True in case of success, false otherwise.
*/
bool addSource( const std::string& aShaderSource, SHADER_TYPE aShaderType );
std::deque<GLuint> shaderNumbers; ///< Shader number list
GLuint programNumber; ///< Shader program number
bool isProgramCreated; ///< Flag for program creation