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LuaShader.lua
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LuaShader.lua
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local UNIFORM_TYPE_MIXED = 0 -- includes arrays; float or int
local UNIFORM_TYPE_INT = 1 -- includes arrays
local UNIFORM_TYPE_FLOAT = 2 -- includes arrays
local UNIFORM_TYPE_FLOAT_MATRIX = 3
local glGetUniformLocation = gl.GetUniformLocation
local glUseShader = gl.UseShader
local glActiveShader = gl.ActiveShader
local glUniform = gl.Uniform
local glUniformInt = gl.UniformInt
local glUniformMatrix = gl.UniformMatrix
local glUniformArray = gl.UniformArray
local function new(class, shaderParams, shaderName, logEntries)
local logEntriesSanitized
if type(logEntries) == "number" then
logEntriesSanitized = logEntries
else
logEntriesSanitized = 1
end
return setmetatable(
{
shaderName = shaderName or "Unnamed Shader",
shaderParams = shaderParams or {},
logEntries = logEntriesSanitized,
logHash = {},
shaderObj = nil,
active = false,
ignoreActive = false,
ignoreUnkUniform = false,
uniforms = {},
}, class)
end
local function isGeometryShaderSupported()
return gl.HasExtension("GL_ARB_geometry_shader4") and (gl.SetShaderParameter ~= nil or gl.SetGeometryShaderParameter ~= nil)
end
local function isTesselationShaderSupported()
return gl.HasExtension("GL_ARB_tessellation_shader") and (gl.SetTesselationShaderParameter ~= nil)
end
local function isDeferredShadingEnabled()
return (Spring.GetConfigInt("AllowDeferredMapRendering") == 1) and (Spring.GetConfigInt("AllowDeferredModelRendering") == 1)
end
local LuaShader = setmetatable({}, {
__call = function(self, ...) return new(self, ...) end,
})
LuaShader.__index = LuaShader
LuaShader.isGeometryShaderSupported = isGeometryShaderSupported()
LuaShader.isTesselationShaderSupported = isTesselationShaderSupported()
LuaShader.isDeferredShadingEnabled = isDeferredShadingEnabled()
-----------------============ Warnings & Error Gandling ============-----------------
function LuaShader:OutputLogEntry(text, isError)
local message
local warnErr = (isError and "error") or "warning"
message = string.format("LuaShader: [%s] shader %s(s):\n%s", self.shaderName, warnErr, text)
if self.logHash[message] == nil then
self.logHash[message] = 0
end
if self.logHash[message] <= self.logEntries then
local newCnt = self.logHash[message] + 1
self.logHash[message] = newCnt
if (newCnt == self.logEntries) then
message = message .. string.format("\nSupressing further %s of the same kind", warnErr)
end
Spring.Echo(message)
end
end
function LuaShader:ShowWarning(text)
self:OutputLogEntry(text, false)
end
function LuaShader:ShowError(text)
self:OutputLogEntry(text, true)
end
-----------------============ Handle Ghetto Include<> ==============-----------------
local includeRegexps = {
'.-#include <(.-)>.-',
'.-#include \"(.-)\".-',
'.-#pragma(%s+)include <(.-)>.-',
'.-#pragma(%s+)include \"(.-)\".-',
}
function LuaShader:HandleIncludes(shaderCode, shaderName)
local incFiles = {}
local t1 = Spring.GetTimer()
repeat
local incFile
local regEx
for _, rx in ipairs(includeRegexps) do
_, _, incFile = string.find(shaderCode, rx)
if incFile then
regEx = rx
break
end
end
Spring.Echo(shaderName, incFile)
if incFile then
shaderCode = string.gsub(shaderCode, regEx, '', 1)
table.insert(incFiles, incFile)
end
until (incFile == nil)
local t2 = Spring.GetTimer()
Spring.Echo(Spring.DiffTimers(t2, t1, true))
local includeText = ""
for _, incFile in ipairs(incFiles) do
if VFS.FileExists(incFile) then
includeText = includeText .. VFS.LoadFile(incFile) .. "\n"
else
self:ShowError(string.format("Attempt to execute %s with file that does not exist in VFS", incFile))
return false
end
end
if includeText ~= "" then
return includeText .. shaderCode
else
return shaderCode
end
end
-----------------========= End of Handle Ghetto Include<> ==========-----------------
-----------------============ General LuaShader methods ============-----------------
function LuaShader:Compile()
if not gl.CreateShader then
self:ShowError("GLSL Shaders are not supported by hardware or drivers")
return false
end
-- LuaShader:HandleIncludes is too slow. Figure out faster way.
--[[
for _, shaderType in ipairs({"vertex", "tcs", "tes", "geometry", "fragment"}) do
if self.shaderParams[shaderType] then
local newShaderCode = LuaShader:HandleIncludes(self.shaderParams[shaderType], self.shaderName)
if newShaderCode then
self.shaderParams[shaderType] = newShaderCode
end
end
end
]]--
self.shaderObj = gl.CreateShader(self.shaderParams)
local shaderObj = self.shaderObj
local shLog = gl.GetShaderLog() or ""
if not shaderObj then
self:ShowError(shLog)
return false
elseif (shLog ~= "") then
self:ShowWarning(shLog)
end
local uniforms = self.uniforms
for idx, info in ipairs(gl.GetActiveUniforms(shaderObj)) do
local uniName = string.gsub(info.name, "%[0%]", "") -- change array[0] to array
uniforms[uniName] = {
location = glGetUniformLocation(shaderObj, uniName),
--type = info.type,
--size = info.size,
values = {},
}
--Spring.Echo(uniName, uniforms[uniName].location, uniforms[uniName].type, uniforms[uniName].size)
--Spring.Echo(uniName, uniforms[uniName].location)
end
return true
end
LuaShader.Initialize = LuaShader.Compile
function LuaShader:GetHandle()
if self.shaderObj ~= nil then
return self.shaderObj
else
local funcName = (debug and debug.getinfo(1).name) or "UnknownFunction"
self:ShowError(string.format("Attempt to use invalid shader object in [%s](). Did you call :Compile() or :Initialize()?", funcName))
end
end
function LuaShader:Delete()
if self.shaderObj ~= nil then
gl.DeleteShader(self.shaderObj)
else
local funcName = (debug and debug.getinfo(1).name) or "UnknownFunction"
self:ShowError(string.format("Attempt to use invalid shader object in [%s](). Did you call :Compile() or :Initialize()", funcName))
end
end
LuaShader.Finalize = LuaShader.Delete
function LuaShader:Activate()
if self.shaderObj ~= nil then
self.active = true
return glUseShader(self.shaderObj)
else
local funcName = (debug and debug.getinfo(1).name) or "UnknownFunction"
self:ShowError(string.format("Attempt to use invalid shader object in [%s](). Did you call :Compile() or :Initialize()", funcName))
return false
end
end
function LuaShader:SetActiveStateIgnore(flag)
self.ignoreActive = flag
end
function LuaShader:SetUnknownUniformIgnore(flag)
self.ignoreUnkUniform = flag
end
function LuaShader:ActivateWith(func, ...)
if self.shaderObj ~= nil then
self.active = true
glActiveShader(self.shaderObj, func, ...)
self.active = false
else
local funcName = (debug and debug.getinfo(1).name) or "UnknownFunction"
self:ShowError(string.format("Attempt to use invalid shader object in [%s](). Did you call :Compile() or :Initialize()", funcName))
end
end
function LuaShader:Deactivate()
self.active = false
glUseShader(0)
end
-----------------============ End of general LuaShader methods ============-----------------
-----------------============ Friend LuaShader functions ============-----------------
local function getUniformImpl(self, name)
local uniform = self.uniforms[name]
if uniform and type(uniform) == "table" then
return uniform
elseif uniform == nil then --used for indexed elements. nil means not queried for location yet
local location = glGetUniformLocation(self.shaderObj, name)
if location and location > -1 then
self.uniforms[name] = {
location = location,
values = {},
}
return self.uniforms[name]
else
self.uniforms[name] = false --checked dynamic uniform name and didn't find it
end
end
-- (uniform == false)
return nil
end
local function getUniform(self, name)
if not (self.active or self.ignoreActive) then
self:ShowError(string.format("Trying to set uniform [%s] on inactive shader object. Did you use :Activate() or :ActivateWith()?", name))
return nil
end
local uniform = getUniformImpl(self, name)
if not (uniform ~= nil or self.ignoreUnkUniform) then
self:ShowWarning(string.format("Attempt to set uniform [%s], which does not exist in the compiled shader", name))
return nil
end
return uniform
end
local function isUpdateRequired(uniform, tbl)
if (#tbl == 1) and (type(tbl[1]) == "string") then --named matrix
return true --no need to update cache
end
local update = false
local cachedValues = uniform.values
for i, val in ipairs(tbl) do
if cachedValues[i] ~= val then
cachedValues[i] = val --update cache
update = true
end
end
return update
end
-----------------============ End of friend LuaShader functions ============-----------------
-----------------============ LuaShader uniform manipulation functions ============-----------------
-- TODO: do it safely with types, len, size check
function LuaShader:GetUniformLocation(name)
return (getUniform(self, name) or {}).location or -1
end
--FLOAT UNIFORMS
local function setUniformAlwaysImpl(uniform, ...)
glUniform(uniform.location, ...)
return true --currently there is no way to check if uniform is set or not :(
end
function LuaShader:SetUniformAlways(name, ...)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformAlwaysImpl(uniform, ...)
end
local function setUniformImpl(uniform, ...)
if isUpdateRequired(uniform, {...}) then
return setUniformAlwaysImpl(uniform, ...)
end
return true
end
function LuaShader:SetUniform(name, ...)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformImpl(uniform, ...)
end
LuaShader.SetUniformFloat = LuaShader.SetUniform
LuaShader.SetUniformFloatAlways = LuaShader.SetUniformAlways
--INTEGER UNIFORMS
local function setUniformIntAlwaysImpl(uniform, ...)
glUniformInt(uniform.location, ...)
return true --currently there is no way to check if uniform is set or not :(
end
function LuaShader:SetUniformIntAlways(name, ...)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformIntAlwaysImpl(uniform, ...)
end
local function setUniformIntImpl(uniform, ...)
if isUpdateRequired(uniform, {...}) then
return setUniformIntAlwaysImpl(uniform, ...)
end
return true
end
function LuaShader:SetUniformInt(name, ...)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformIntImpl(uniform, ...)
end
--FLOAT ARRAY UNIFORMS
local function setUniformFloatArrayAlwaysImpl(uniform, tbl)
glUniformArray(uniform.location, UNIFORM_TYPE_FLOAT, tbl)
return true --currently there is no way to check if uniform is set or not :(
end
function LuaShader:SetUniformFloatArrayAlways(name, tbl)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformFloatArrayAlwaysImpl(uniform, tbl)
end
local function setUniformFloatArrayImpl(uniform, tbl)
if isUpdateRequired(uniform, tbl) then
return setUniformFloatArrayAlwaysImpl(uniform, tbl)
end
return true
end
function LuaShader:SetUniformFloatArray(name, tbl)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformFloatArrayImpl(uniform, tbl)
end
--INT ARRAY UNIFORMS
local function setUniformIntArrayAlwaysImpl(uniform, tbl)
glUniformArray(uniform.location, UNIFORM_TYPE_INT, tbl)
return true --currently there is no way to check if uniform is set or not :(
end
function LuaShader:SetUniformIntArrayAlways(name, tbl)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformIntArrayAlwaysImpl(uniform, tbl)
end
local function setUniformIntArrayImpl(uniform, tbl)
if isUpdateRequired(uniform, tbl) then
return setUniformIntArrayAlwaysImpl(uniform, tbl)
end
return true
end
function LuaShader:SetUniformIntArray(name, tbl)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformIntArrayImpl(uniform, tbl)
end
--MATRIX UNIFORMS
local function setUniformMatrixAlwaysImpl(uniform, tbl)
glUniformMatrix(uniform.location, unpack(tbl))
return true --currently there is no way to check if uniform is set or not :(
end
function LuaShader:SetUniformMatrixAlways(name, ...)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformMatrixAlwaysImpl(uniform, {...})
end
local function setUniformMatrixImpl(uniform, tbl)
if isUpdateRequired(uniform, tbl) then
return setUniformMatrixAlwaysImpl(uniform, tbl)
end
return true
end
function LuaShader:SetUniformMatrix(name, ...)
local uniform = getUniform(self, name)
if not uniform then
return false
end
return setUniformMatrixImpl(uniform, {...})
end
-----------------============ End of LuaShader uniform manipulation functions ============-----------------
return LuaShader