refactor(shader): 合并GLShaderNew到GLShader并优化着色器缓存逻辑
- 删除GLShaderNew类,将其功能合并到GLShader中 - 增加着色器缓存保存时的空二进制检查 - 添加更多调试日志信息 - 优化二进制数据获取的错误处理
This commit is contained in:
parent
78680138c2
commit
867013f6eb
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@ -1,55 +1,196 @@
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#pragma once
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#include <extra2d/core/color.h>
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#include <extra2d/graphics/shader_interface.h>
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#include <glad/glad.h>
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#include <string>
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#include <unordered_map>
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#include <glm/mat4x4.hpp>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <vector>
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namespace extra2d {
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// ============================================================================
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// OpenGL Shader 程序
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// ============================================================================
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class GLShader {
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class GLShader : public IShader {
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public:
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/**
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* @brief 构造函数
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*/
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GLShader();
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~GLShader();
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// 从源码编译
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/**
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* @brief 析构函数
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*/
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~GLShader() override;
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/**
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* @brief 绑定Shader程序
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*/
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void bind() const override;
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/**
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* @brief 解绑Shader程序
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*/
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void unbind() const override;
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/**
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* @brief 设置布尔类型uniform变量
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* @param name uniform变量名
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* @param value 布尔值
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*/
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void setBool(const std::string& name, bool value) override;
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/**
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* @brief 设置整数类型uniform变量
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* @param name uniform变量名
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* @param value 整数值
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*/
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void setInt(const std::string& name, int value) override;
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/**
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* @brief 设置浮点类型uniform变量
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* @param name uniform变量名
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* @param value 浮点值
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*/
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void setFloat(const std::string& name, float value) override;
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/**
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* @brief 设置二维向量类型uniform变量
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* @param name uniform变量名
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* @param value 二维向量值
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*/
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void setVec2(const std::string& name, const glm::vec2& value) override;
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/**
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* @brief 设置三维向量类型uniform变量
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* @param name uniform变量名
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* @param value 三维向量值
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*/
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void setVec3(const std::string& name, const glm::vec3& value) override;
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/**
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* @brief 设置四维向量类型uniform变量
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* @param name uniform变量名
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* @param value 四维向量值
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*/
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void setVec4(const std::string& name, const glm::vec4& value) override;
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/**
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* @brief 设置4x4矩阵类型uniform变量
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* @param name uniform变量名
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* @param value 4x4矩阵值
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*/
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void setMat4(const std::string& name, const glm::mat4& value) override;
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/**
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* @brief 设置颜色类型uniform变量
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* @param name uniform变量名
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* @param color 颜色值
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*/
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void setColor(const std::string& name, const Color& color) override;
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/**
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* @brief 检查Shader是否有效
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* @return 有效返回true,否则返回false
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*/
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bool isValid() const override { return programID_ != 0; }
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/**
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* @brief 获取原生句柄(OpenGL程序ID)
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* @return OpenGL程序ID
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*/
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uint32_t getNativeHandle() const override { return programID_; }
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/**
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* @brief 获取Shader名称
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* @return Shader名称
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*/
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const std::string& getName() const override { return name_; }
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/**
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* @brief 设置Shader名称
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* @param name Shader名称
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*/
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void setName(const std::string& name) override { name_ = name; }
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/**
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* @brief 从源码编译Shader
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* @param vertexSource 顶点着色器源码
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* @param fragmentSource 片段着色器源码
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* @return 编译成功返回true,失败返回false
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*/
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bool compileFromSource(const char* vertexSource, const char* fragmentSource);
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// 从文件加载并编译
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bool compileFromFile(const std::string& vertexPath, const std::string& fragmentPath);
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/**
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* @brief 从二进制数据创建Shader
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* @param binary 二进制数据
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* @return 创建成功返回true,失败返回false
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*/
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bool compileFromBinary(const std::vector<uint8_t>& binary);
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// 使用/激活
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void bind() const;
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void unbind() const;
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/**
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* @brief 获取Shader二进制数据
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* @param outBinary 输出的二进制数据
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* @return 成功返回true,失败返回false
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*/
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bool getBinary(std::vector<uint8_t>& outBinary);
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// Uniform 设置
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void setBool(const std::string& name, bool value);
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void setInt(const std::string& name, int value);
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void setFloat(const std::string& name, float value);
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void setVec2(const std::string& name, const glm::vec2& value);
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void setVec3(const std::string& name, const glm::vec3& value);
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void setVec4(const std::string& name, const glm::vec4& value);
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void setMat4(const std::string& name, const glm::mat4& value);
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// 获取程序 ID
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/**
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* @brief 获取OpenGL程序ID
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* @return OpenGL程序ID
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*/
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GLuint getProgramID() const { return programID_; }
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// 检查是否有效
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bool isValid() const { return programID_ != 0; }
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private:
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GLuint programID_;
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GLuint programID_ = 0;
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std::string name_;
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std::unordered_map<std::string, GLint> uniformCache_;
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/**
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* @brief 编译单个着色器
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* @param type 着色器类型
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* @param source 着色器源码
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* @return 着色器ID,失败返回0
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*/
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GLuint compileShader(GLenum type, const char* source);
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/**
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* @brief 获取uniform位置
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* @param name uniform变量名
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* @return uniform位置
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*/
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GLint getUniformLocation(const std::string& name);
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};
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class GLShaderFactory : public IShaderFactory {
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public:
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/**
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* @brief 从源码创建Shader
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* @param name Shader名称
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* @param vertSource 顶点着色器源码
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* @param fragSource 片段着色器源码
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* @return 创建的Shader实例
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*/
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Ptr<IShader> createFromSource(
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const std::string& name,
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const std::string& vertSource,
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const std::string& fragSource) override;
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/**
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* @brief 从缓存二进制创建Shader
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* @param name Shader名称
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* @param binary 编译后的二进制数据
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* @return 创建的Shader实例
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*/
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Ptr<IShader> createFromBinary(
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const std::string& name,
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const std::vector<uint8_t>& binary) override;
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/**
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* @brief 获取Shader的二进制数据
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* @param shader Shader实例
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* @param outBinary 输出的二进制数据
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* @return 成功返回true,失败返回false
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*/
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bool getShaderBinary(const IShader& shader,
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std::vector<uint8_t>& outBinary) override;
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};
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} // namespace extra2d
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@ -1,202 +0,0 @@
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#pragma once
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#include <extra2d/core/color.h>
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#include <extra2d/graphics/shader_interface.h>
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#include <glad/glad.h>
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#include <unordered_map>
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#include <vector>
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namespace extra2d {
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// ============================================================================
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// OpenGL Shader实现
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// ============================================================================
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class GLShaderNew : public IShader {
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public:
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/**
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* @brief 构造函数
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*/
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GLShaderNew();
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/**
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* @brief 析构函数
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*/
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~GLShaderNew() override;
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/**
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* @brief 绑定Shader程序
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*/
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void bind() const override;
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/**
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* @brief 解绑Shader程序
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*/
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void unbind() const override;
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/**
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* @brief 设置布尔类型uniform变量
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* @param name uniform变量名
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* @param value 布尔值
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*/
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void setBool(const std::string& name, bool value) override;
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/**
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* @brief 设置整数类型uniform变量
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* @param name uniform变量名
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* @param value 整数值
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*/
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void setInt(const std::string& name, int value) override;
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/**
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* @brief 设置浮点类型uniform变量
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* @param name uniform变量名
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* @param value 浮点值
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*/
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void setFloat(const std::string& name, float value) override;
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/**
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* @brief 设置二维向量类型uniform变量
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* @param name uniform变量名
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* @param value 二维向量值
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*/
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void setVec2(const std::string& name, const glm::vec2& value) override;
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/**
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* @brief 设置三维向量类型uniform变量
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* @param name uniform变量名
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* @param value 三维向量值
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*/
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void setVec3(const std::string& name, const glm::vec3& value) override;
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/**
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* @brief 设置四维向量类型uniform变量
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* @param name uniform变量名
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* @param value 四维向量值
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*/
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void setVec4(const std::string& name, const glm::vec4& value) override;
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/**
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* @brief 设置4x4矩阵类型uniform变量
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* @param name uniform变量名
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* @param value 4x4矩阵值
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*/
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void setMat4(const std::string& name, const glm::mat4& value) override;
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/**
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* @brief 设置颜色类型uniform变量
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* @param name uniform变量名
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* @param color 颜色值
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*/
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void setColor(const std::string& name, const Color& color) override;
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/**
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* @brief 检查Shader是否有效
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* @return 有效返回true,否则返回false
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*/
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bool isValid() const override { return programID_ != 0; }
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/**
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* @brief 获取原生句柄(OpenGL程序ID)
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* @return OpenGL程序ID
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*/
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uint32_t getNativeHandle() const override { return programID_; }
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/**
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* @brief 获取Shader名称
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* @return Shader名称
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*/
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const std::string& getName() const override { return name_; }
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/**
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* @brief 设置Shader名称
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* @param name Shader名称
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*/
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void setName(const std::string& name) override { name_ = name; }
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/**
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* @brief 从源码编译Shader
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* @param vertexSource 顶点着色器源码
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* @param fragmentSource 片段着色器源码
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* @return 编译成功返回true,失败返回false
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*/
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bool compileFromSource(const char* vertexSource, const char* fragmentSource);
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/**
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* @brief 从二进制数据创建Shader
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* @param binary 二进制数据
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* @return 创建成功返回true,失败返回false
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*/
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bool compileFromBinary(const std::vector<uint8_t>& binary);
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/**
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* @brief 获取Shader二进制数据
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* @param outBinary 输出的二进制数据
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* @return 成功返回true,失败返回false
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*/
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bool getBinary(std::vector<uint8_t>& outBinary);
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/**
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* @brief 获取OpenGL程序ID
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* @return OpenGL程序ID
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*/
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GLuint getProgramID() const { return programID_; }
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private:
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GLuint programID_ = 0;
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std::string name_;
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std::unordered_map<std::string, GLint> uniformCache_;
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/**
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* @brief 编译单个着色器
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* @param type 着色器类型
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* @param source 着色器源码
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* @return 着色器ID,失败返回0
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*/
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GLuint compileShader(GLenum type, const char* source);
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/**
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* @brief 获取uniform位置
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* @param name uniform变量名
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* @return uniform位置
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*/
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GLint getUniformLocation(const std::string& name);
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};
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// ============================================================================
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// OpenGL Shader工厂
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// ============================================================================
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class GLShaderFactory : public IShaderFactory {
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public:
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/**
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* @brief 从源码创建Shader
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* @param name Shader名称
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* @param vertSource 顶点着色器源码
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* @param fragSource 片段着色器源码
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* @return 创建的Shader实例
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*/
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Ptr<IShader> createFromSource(
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const std::string& name,
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const std::string& vertSource,
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const std::string& fragSource) override;
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/**
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* @brief 从缓存二进制创建Shader
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* @param name Shader名称
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* @param binary 编译后的二进制数据
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* @return 创建的Shader实例
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*/
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Ptr<IShader> createFromBinary(
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const std::string& name,
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const std::vector<uint8_t>& binary) override;
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/**
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* @brief 获取Shader的二进制数据
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* @param shader Shader实例
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* @param outBinary 输出的二进制数据
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* @return 成功返回true,失败返回false
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*/
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bool getShaderBinary(const IShader& shader,
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std::vector<uint8_t>& outBinary) override;
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};
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} // namespace extra2d
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@ -1,14 +1,13 @@
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#include <extra2d/graphics/opengl/gl_shader.h>
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#include <extra2d/utils/logger.h>
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#include <fstream>
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#include <sstream>
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namespace extra2d {
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/**
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* @brief 构造函数,初始化着色器程序ID为0
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*/
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GLShader::GLShader() : programID_(0) {}
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GLShader::GLShader() : programID_(0) {
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}
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/**
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* @brief 析构函数,删除OpenGL着色器程序
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@ -16,82 +15,23 @@ GLShader::GLShader() : programID_(0) {}
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GLShader::~GLShader() {
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if (programID_ != 0) {
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glDeleteProgram(programID_);
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}
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}
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/**
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* @brief 从源代码编译着色器程序
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* @param vertexSource 顶点着色器源代码
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* @param fragmentSource 片段着色器源代码
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* @return 编译成功返回true,失败返回false
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*/
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bool GLShader::compileFromSource(const char *vertexSource,
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const char *fragmentSource) {
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSource);
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if (vertexShader == 0)
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return false;
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSource);
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if (fragmentShader == 0) {
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glDeleteShader(vertexShader);
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return false;
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}
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programID_ = glCreateProgram();
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glAttachShader(programID_, vertexShader);
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glAttachShader(programID_, fragmentShader);
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glLinkProgram(programID_);
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GLint success;
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glGetProgramiv(programID_, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(programID_, 512, nullptr, infoLog);
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E2D_LOG_ERROR("Shader program linking failed: {}", infoLog);
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glDeleteProgram(programID_);
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programID_ = 0;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return success == GL_TRUE;
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}
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/**
|
||||
* @brief 从文件编译着色器程序
|
||||
* @param vertexPath 顶点着色器文件路径
|
||||
* @param fragmentPath 片段着色器文件路径
|
||||
* @return 编译成功返回true,失败返回false
|
||||
* @brief 绑定Shader程序
|
||||
*/
|
||||
bool GLShader::compileFromFile(const std::string &vertexPath,
|
||||
const std::string &fragmentPath) {
|
||||
std::ifstream vShaderFile(vertexPath);
|
||||
std::ifstream fShaderFile(fragmentPath);
|
||||
|
||||
if (!vShaderFile.is_open() || !fShaderFile.is_open()) {
|
||||
E2D_LOG_ERROR("Failed to open shader files: {}, {}", vertexPath,
|
||||
fragmentPath);
|
||||
return false;
|
||||
}
|
||||
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
|
||||
return compileFromSource(vShaderStream.str().c_str(),
|
||||
fShaderStream.str().c_str());
|
||||
void GLShader::bind() const {
|
||||
glUseProgram(programID_);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 绑定(使用)当前着色器程序
|
||||
* @brief 解绑Shader程序
|
||||
*/
|
||||
void GLShader::bind() const { glUseProgram(programID_); }
|
||||
|
||||
/**
|
||||
* @brief 解绑当前着色器程序
|
||||
*/
|
||||
void GLShader::unbind() const { glUseProgram(0); }
|
||||
void GLShader::unbind() const {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置布尔类型uniform变量
|
||||
|
|
@ -156,11 +96,156 @@ void GLShader::setMat4(const std::string &name, const glm::mat4 &value) {
|
|||
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, &value[0][0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置颜色类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param color 颜色值
|
||||
*/
|
||||
void GLShader::setColor(const std::string& name, const Color& color) {
|
||||
glUniform4f(getUniformLocation(name), color.r, color.g, color.b, color.a);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 从源码编译Shader
|
||||
* @param vertexSource 顶点着色器源码
|
||||
* @param fragmentSource 片段着色器源码
|
||||
* @return 编译成功返回true,失败返回false
|
||||
*/
|
||||
bool GLShader::compileFromSource(const char* vertexSource, const char* fragmentSource) {
|
||||
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSource);
|
||||
if (vertexShader == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSource);
|
||||
if (fragmentShader == 0) {
|
||||
glDeleteShader(vertexShader);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (programID_ != 0) {
|
||||
glDeleteProgram(programID_);
|
||||
uniformCache_.clear();
|
||||
}
|
||||
|
||||
programID_ = glCreateProgram();
|
||||
glAttachShader(programID_, vertexShader);
|
||||
glAttachShader(programID_, fragmentShader);
|
||||
glLinkProgram(programID_);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(programID_, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
char infoLog[512];
|
||||
glGetProgramInfoLog(programID_, 512, nullptr, infoLog);
|
||||
E2D_LOG_ERROR("Shader program linking failed: {}", infoLog);
|
||||
glDeleteProgram(programID_);
|
||||
programID_ = 0;
|
||||
}
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
return success == GL_TRUE;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 从二进制数据创建Shader
|
||||
* @param binary 二进制数据
|
||||
* @return 创建成功返回true,失败返回false
|
||||
*/
|
||||
bool GLShader::compileFromBinary(const std::vector<uint8_t>& binary) {
|
||||
if (binary.empty()) {
|
||||
E2D_LOG_ERROR("Binary data is empty");
|
||||
return false;
|
||||
}
|
||||
|
||||
GLint numFormats = 0;
|
||||
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numFormats);
|
||||
if (numFormats == 0) {
|
||||
E2D_LOG_ERROR("Program binary formats not supported");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (programID_ != 0) {
|
||||
glDeleteProgram(programID_);
|
||||
uniformCache_.clear();
|
||||
}
|
||||
|
||||
programID_ = glCreateProgram();
|
||||
|
||||
GLenum binaryFormat = 0;
|
||||
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, reinterpret_cast<GLint*>(&binaryFormat));
|
||||
|
||||
glProgramBinary(programID_, binaryFormat, binary.data(), static_cast<GLsizei>(binary.size()));
|
||||
|
||||
GLint success = 0;
|
||||
glGetProgramiv(programID_, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
char infoLog[512];
|
||||
glGetProgramInfoLog(programID_, 512, nullptr, infoLog);
|
||||
E2D_LOG_ERROR("Failed to load shader from binary: {}", infoLog);
|
||||
glDeleteProgram(programID_);
|
||||
programID_ = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 获取Shader二进制数据
|
||||
* @param outBinary 输出的二进制数据
|
||||
* @return 成功返回true,失败返回false
|
||||
*/
|
||||
bool GLShader::getBinary(std::vector<uint8_t>& outBinary) {
|
||||
if (programID_ == 0) {
|
||||
E2D_LOG_WARN("Cannot get binary: shader program is 0");
|
||||
return false;
|
||||
}
|
||||
|
||||
GLint binaryLength = 0;
|
||||
glGetProgramiv(programID_, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
|
||||
|
||||
E2D_LOG_DEBUG("Shader binary length: {}", binaryLength);
|
||||
|
||||
if (binaryLength <= 0) {
|
||||
E2D_LOG_WARN("Shader binary length is 0 or negative");
|
||||
return false;
|
||||
}
|
||||
|
||||
outBinary.resize(binaryLength);
|
||||
|
||||
GLenum binaryFormat = 0;
|
||||
GLsizei actualLength = 0;
|
||||
glGetProgramBinary(programID_, binaryLength, &actualLength, &binaryFormat, outBinary.data());
|
||||
|
||||
GLenum err = glGetError();
|
||||
if (err != GL_NO_ERROR) {
|
||||
E2D_LOG_ERROR("glGetProgramBinary failed with error: {}", err);
|
||||
outBinary.clear();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (actualLength == 0) {
|
||||
E2D_LOG_WARN("glGetProgramBinary returned 0 bytes");
|
||||
outBinary.clear();
|
||||
return false;
|
||||
}
|
||||
|
||||
if (actualLength != binaryLength) {
|
||||
outBinary.resize(actualLength);
|
||||
}
|
||||
|
||||
E2D_LOG_DEBUG("Shader binary retrieved: {} bytes, format: {}", actualLength, binaryFormat);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 编译单个着色器
|
||||
* @param type 着色器类型(GL_VERTEX_SHADER或GL_FRAGMENT_SHADER)
|
||||
* @param source 着色器源代码
|
||||
* @return 编译成功返回着色器ID,失败返回0
|
||||
* @param type 着色器类型
|
||||
* @param source 着色器源码
|
||||
* @return 着色器ID,失败返回0
|
||||
*/
|
||||
GLuint GLShader::compileShader(GLenum type, const char* source) {
|
||||
GLuint shader = glCreateShader(type);
|
||||
|
|
@ -181,7 +266,7 @@ GLuint GLShader::compileShader(GLenum type, const char *source) {
|
|||
}
|
||||
|
||||
/**
|
||||
* @brief 获取uniform变量位置,使用缓存避免重复查询
|
||||
* @brief 获取uniform位置
|
||||
* @param name uniform变量名
|
||||
* @return uniform位置
|
||||
*/
|
||||
|
|
@ -196,4 +281,68 @@ GLint GLShader::getUniformLocation(const std::string &name) {
|
|||
return location;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// GLShaderFactory 实现
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @brief 从源码创建Shader
|
||||
* @param name Shader名称
|
||||
* @param vertSource 顶点着色器源码
|
||||
* @param fragSource 片段着色器源码
|
||||
* @return 创建的Shader实例
|
||||
*/
|
||||
Ptr<IShader> GLShaderFactory::createFromSource(
|
||||
const std::string& name,
|
||||
const std::string& vertSource,
|
||||
const std::string& fragSource) {
|
||||
|
||||
auto shader = std::make_shared<GLShader>();
|
||||
shader->setName(name);
|
||||
|
||||
if (!shader->compileFromSource(vertSource.c_str(), fragSource.c_str())) {
|
||||
E2D_LOG_ERROR("Failed to compile shader from source: {}", name);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 从缓存二进制创建Shader
|
||||
* @param name Shader名称
|
||||
* @param binary 编译后的二进制数据
|
||||
* @return 创建的Shader实例
|
||||
*/
|
||||
Ptr<IShader> GLShaderFactory::createFromBinary(
|
||||
const std::string& name,
|
||||
const std::vector<uint8_t>& binary) {
|
||||
|
||||
auto shader = std::make_shared<GLShader>();
|
||||
shader->setName(name);
|
||||
|
||||
if (!shader->compileFromBinary(binary)) {
|
||||
E2D_LOG_ERROR("Failed to create shader from binary: {}", name);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 获取Shader的二进制数据
|
||||
* @param shader Shader实例
|
||||
* @param outBinary 输出的二进制数据
|
||||
* @return 成功返回true,失败返回false
|
||||
*/
|
||||
bool GLShaderFactory::getShaderBinary(const IShader& shader, std::vector<uint8_t>& outBinary) {
|
||||
const GLShader* glShader = dynamic_cast<const GLShader*>(&shader);
|
||||
if (!glShader) {
|
||||
E2D_LOG_ERROR("Shader is not a GLShader instance");
|
||||
return false;
|
||||
}
|
||||
|
||||
return const_cast<GLShader*>(glShader)->getBinary(outBinary);
|
||||
}
|
||||
|
||||
} // namespace extra2d
|
||||
|
|
|
|||
|
|
@ -1,325 +0,0 @@
|
|||
#include <extra2d/graphics/opengl/gl_shader_new.h>
|
||||
#include <extra2d/utils/logger.h>
|
||||
|
||||
namespace extra2d {
|
||||
|
||||
/**
|
||||
* @brief 构造函数,初始化着色器程序ID为0
|
||||
*/
|
||||
GLShaderNew::GLShaderNew() : programID_(0) {
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 析构函数,删除OpenGL着色器程序
|
||||
*/
|
||||
GLShaderNew::~GLShaderNew() {
|
||||
if (programID_ != 0) {
|
||||
glDeleteProgram(programID_);
|
||||
programID_ = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 绑定Shader程序
|
||||
*/
|
||||
void GLShaderNew::bind() const {
|
||||
glUseProgram(programID_);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 解绑Shader程序
|
||||
*/
|
||||
void GLShaderNew::unbind() const {
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置布尔类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 布尔值
|
||||
*/
|
||||
void GLShaderNew::setBool(const std::string& name, bool value) {
|
||||
glUniform1i(getUniformLocation(name), value ? 1 : 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置整数类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 整数值
|
||||
*/
|
||||
void GLShaderNew::setInt(const std::string& name, int value) {
|
||||
glUniform1i(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置浮点类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 浮点值
|
||||
*/
|
||||
void GLShaderNew::setFloat(const std::string& name, float value) {
|
||||
glUniform1f(getUniformLocation(name), value);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置二维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 二维向量值
|
||||
*/
|
||||
void GLShaderNew::setVec2(const std::string& name, const glm::vec2& value) {
|
||||
glUniform2fv(getUniformLocation(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置三维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 三维向量值
|
||||
*/
|
||||
void GLShaderNew::setVec3(const std::string& name, const glm::vec3& value) {
|
||||
glUniform3fv(getUniformLocation(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置四维向量类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 四维向量值
|
||||
*/
|
||||
void GLShaderNew::setVec4(const std::string& name, const glm::vec4& value) {
|
||||
glUniform4fv(getUniformLocation(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置4x4矩阵类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param value 4x4矩阵值
|
||||
*/
|
||||
void GLShaderNew::setMat4(const std::string& name, const glm::mat4& value) {
|
||||
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, &value[0][0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 设置颜色类型uniform变量
|
||||
* @param name uniform变量名
|
||||
* @param color 颜色值
|
||||
*/
|
||||
void GLShaderNew::setColor(const std::string& name, const Color& color) {
|
||||
glUniform4f(getUniformLocation(name), color.r, color.g, color.b, color.a);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 从源码编译Shader
|
||||
* @param vertexSource 顶点着色器源码
|
||||
* @param fragmentSource 片段着色器源码
|
||||
* @return 编译成功返回true,失败返回false
|
||||
*/
|
||||
bool GLShaderNew::compileFromSource(const char* vertexSource, const char* fragmentSource) {
|
||||
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSource);
|
||||
if (vertexShader == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSource);
|
||||
if (fragmentShader == 0) {
|
||||
glDeleteShader(vertexShader);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (programID_ != 0) {
|
||||
glDeleteProgram(programID_);
|
||||
uniformCache_.clear();
|
||||
}
|
||||
|
||||
programID_ = glCreateProgram();
|
||||
glAttachShader(programID_, vertexShader);
|
||||
glAttachShader(programID_, fragmentShader);
|
||||
glLinkProgram(programID_);
|
||||
|
||||
GLint success;
|
||||
glGetProgramiv(programID_, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
char infoLog[512];
|
||||
glGetProgramInfoLog(programID_, 512, nullptr, infoLog);
|
||||
E2D_LOG_ERROR("Shader program linking failed: {}", infoLog);
|
||||
glDeleteProgram(programID_);
|
||||
programID_ = 0;
|
||||
}
|
||||
|
||||
glDeleteShader(vertexShader);
|
||||
glDeleteShader(fragmentShader);
|
||||
|
||||
return success == GL_TRUE;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 从二进制数据创建Shader
|
||||
* @param binary 二进制数据
|
||||
* @return 创建成功返回true,失败返回false
|
||||
*/
|
||||
bool GLShaderNew::compileFromBinary(const std::vector<uint8_t>& binary) {
|
||||
if (binary.empty()) {
|
||||
E2D_LOG_ERROR("Binary data is empty");
|
||||
return false;
|
||||
}
|
||||
|
||||
GLint numFormats = 0;
|
||||
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numFormats);
|
||||
if (numFormats == 0) {
|
||||
E2D_LOG_ERROR("Program binary formats not supported");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (programID_ != 0) {
|
||||
glDeleteProgram(programID_);
|
||||
uniformCache_.clear();
|
||||
}
|
||||
|
||||
programID_ = glCreateProgram();
|
||||
|
||||
GLenum binaryFormat = 0;
|
||||
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, reinterpret_cast<GLint*>(&binaryFormat));
|
||||
|
||||
glProgramBinary(programID_, binaryFormat, binary.data(), static_cast<GLsizei>(binary.size()));
|
||||
|
||||
GLint success = 0;
|
||||
glGetProgramiv(programID_, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
char infoLog[512];
|
||||
glGetProgramInfoLog(programID_, 512, nullptr, infoLog);
|
||||
E2D_LOG_ERROR("Failed to load shader from binary: {}", infoLog);
|
||||
glDeleteProgram(programID_);
|
||||
programID_ = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 获取Shader二进制数据
|
||||
* @param outBinary 输出的二进制数据
|
||||
* @return 成功返回true,失败返回false
|
||||
*/
|
||||
bool GLShaderNew::getBinary(std::vector<uint8_t>& outBinary) {
|
||||
if (programID_ == 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
GLint binaryLength = 0;
|
||||
glGetProgramiv(programID_, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
|
||||
|
||||
if (binaryLength <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
outBinary.resize(binaryLength);
|
||||
|
||||
GLenum binaryFormat = 0;
|
||||
glGetProgramBinary(programID_, binaryLength, nullptr, &binaryFormat, outBinary.data());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 编译单个着色器
|
||||
* @param type 着色器类型
|
||||
* @param source 着色器源码
|
||||
* @return 着色器ID,失败返回0
|
||||
*/
|
||||
GLuint GLShaderNew::compileShader(GLenum type, const char* source) {
|
||||
GLuint shader = glCreateShader(type);
|
||||
glShaderSource(shader, 1, &source, nullptr);
|
||||
glCompileShader(shader);
|
||||
|
||||
GLint success;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
char infoLog[512];
|
||||
glGetShaderInfoLog(shader, 512, nullptr, infoLog);
|
||||
E2D_LOG_ERROR("Shader compilation failed: {}", infoLog);
|
||||
glDeleteShader(shader);
|
||||
return 0;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 获取uniform位置
|
||||
* @param name uniform变量名
|
||||
* @return uniform位置
|
||||
*/
|
||||
GLint GLShaderNew::getUniformLocation(const std::string& name) {
|
||||
auto it = uniformCache_.find(name);
|
||||
if (it != uniformCache_.end()) {
|
||||
return it->second;
|
||||
}
|
||||
|
||||
GLint location = glGetUniformLocation(programID_, name.c_str());
|
||||
uniformCache_[name] = location;
|
||||
return location;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// GLShaderFactory 实现
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* @brief 从源码创建Shader
|
||||
* @param name Shader名称
|
||||
* @param vertSource 顶点着色器源码
|
||||
* @param fragSource 片段着色器源码
|
||||
* @return 创建的Shader实例
|
||||
*/
|
||||
Ptr<IShader> GLShaderFactory::createFromSource(
|
||||
const std::string& name,
|
||||
const std::string& vertSource,
|
||||
const std::string& fragSource) {
|
||||
|
||||
auto shader = std::make_shared<GLShaderNew>();
|
||||
shader->setName(name);
|
||||
|
||||
if (!shader->compileFromSource(vertSource.c_str(), fragSource.c_str())) {
|
||||
E2D_LOG_ERROR("Failed to compile shader from source: {}", name);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 从缓存二进制创建Shader
|
||||
* @param name Shader名称
|
||||
* @param binary 编译后的二进制数据
|
||||
* @return 创建的Shader实例
|
||||
*/
|
||||
Ptr<IShader> GLShaderFactory::createFromBinary(
|
||||
const std::string& name,
|
||||
const std::vector<uint8_t>& binary) {
|
||||
|
||||
auto shader = std::make_shared<GLShaderNew>();
|
||||
shader->setName(name);
|
||||
|
||||
if (!shader->compileFromBinary(binary)) {
|
||||
E2D_LOG_ERROR("Failed to create shader from binary: {}", name);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief 获取Shader的二进制数据
|
||||
* @param shader Shader实例
|
||||
* @param outBinary 输出的二进制数据
|
||||
* @return 成功返回true,失败返回false
|
||||
*/
|
||||
bool GLShaderFactory::getShaderBinary(const IShader& shader, std::vector<uint8_t>& outBinary) {
|
||||
const GLShaderNew* glShader = dynamic_cast<const GLShaderNew*>(&shader);
|
||||
if (!glShader) {
|
||||
E2D_LOG_ERROR("Shader is not a GLShaderNew instance");
|
||||
return false;
|
||||
}
|
||||
|
||||
return const_cast<GLShaderNew*>(glShader)->getBinary(outBinary);
|
||||
}
|
||||
|
||||
} // namespace extra2d
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
#include <extra2d/graphics/render_module.h>
|
||||
#include <extra2d/config/module_registry.h>
|
||||
#include <extra2d/graphics/opengl/gl_shader_new.h>
|
||||
#include <extra2d/graphics/opengl/gl_shader.h>
|
||||
#include <extra2d/graphics/shader_manager.h>
|
||||
#include <extra2d/platform/iwindow.h>
|
||||
#include <extra2d/utils/logger.h>
|
||||
|
|
|
|||
|
|
@ -107,10 +107,18 @@ Ptr<ShaderCacheEntry> ShaderCache::loadCache(const std::string& name) {
|
|||
*/
|
||||
bool ShaderCache::saveCache(const ShaderCacheEntry& entry) {
|
||||
if (!initialized_) {
|
||||
E2D_LOG_WARN("ShaderCache not initialized, cannot save cache");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entry.binary.empty()) {
|
||||
E2D_LOG_WARN("Shader binary is empty, skipping cache save for: {}", entry.name);
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string cachePath = getCachePath(entry.name);
|
||||
E2D_LOG_DEBUG("Saving shader cache to: {} ({} bytes)", cachePath, entry.binary.size());
|
||||
|
||||
std::ofstream file(cachePath, std::ios::binary);
|
||||
if (!file.is_open()) {
|
||||
E2D_LOG_ERROR("Failed to create cache file: {}", cachePath);
|
||||
|
|
@ -123,7 +131,7 @@ bool ShaderCache::saveCache(const ShaderCacheEntry& entry) {
|
|||
cacheMap_[entry.name] = entry;
|
||||
saveCacheIndex();
|
||||
|
||||
E2D_LOG_DEBUG("Shader cache saved: {}", entry.name);
|
||||
E2D_LOG_INFO("Shader cache saved: {} ({} bytes)", entry.name, entry.binary.size());
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -135,6 +135,7 @@ Ptr<IShader> ShaderManager::loadFromFiles(const std::string& name,
|
|||
Ptr<IShader> shader = loadFromCache(name, sourceHash, result.vertSource, result.fragSource);
|
||||
|
||||
if (!shader) {
|
||||
E2D_LOG_DEBUG("No valid cache found, compiling shader from source: {}", name);
|
||||
shader = factory_->createFromSource(name, result.vertSource, result.fragSource);
|
||||
if (!shader) {
|
||||
E2D_LOG_ERROR("Failed to create shader from source: {}", name);
|
||||
|
|
@ -143,12 +144,15 @@ Ptr<IShader> ShaderManager::loadFromFiles(const std::string& name,
|
|||
|
||||
std::vector<uint8_t> binary;
|
||||
if (factory_->getShaderBinary(*shader, binary)) {
|
||||
E2D_LOG_DEBUG("Got shader binary, size: {} bytes", binary.size());
|
||||
ShaderCacheEntry entry;
|
||||
entry.name = name;
|
||||
entry.sourceHash = sourceHash;
|
||||
entry.binary = binary;
|
||||
entry.dependencies = result.dependencies;
|
||||
ShaderCache::getInstance().saveCache(entry);
|
||||
} else {
|
||||
E2D_LOG_WARN("Failed to get shader binary for: {}", name);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -205,6 +209,7 @@ Ptr<IShader> ShaderManager::loadFromCombinedFile(const std::string& path) {
|
|||
Ptr<IShader> shader = loadFromCache(name, sourceHash, result.vertSource, result.fragSource);
|
||||
|
||||
if (!shader) {
|
||||
E2D_LOG_DEBUG("No valid cache found, compiling shader from source: {}", name);
|
||||
shader = factory_->createFromSource(name, result.vertSource, result.fragSource);
|
||||
if (!shader) {
|
||||
E2D_LOG_ERROR("Failed to create shader from source: {}", name);
|
||||
|
|
@ -213,12 +218,15 @@ Ptr<IShader> ShaderManager::loadFromCombinedFile(const std::string& path) {
|
|||
|
||||
std::vector<uint8_t> binary;
|
||||
if (factory_->getShaderBinary(*shader, binary)) {
|
||||
E2D_LOG_DEBUG("Got shader binary, size: {} bytes", binary.size());
|
||||
ShaderCacheEntry entry;
|
||||
entry.name = name;
|
||||
entry.sourceHash = sourceHash;
|
||||
entry.binary = binary;
|
||||
entry.dependencies = result.dependencies;
|
||||
ShaderCache::getInstance().saveCache(entry);
|
||||
} else {
|
||||
E2D_LOG_WARN("Failed to get shader binary for: {}", name);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue