247 lines
5.9 KiB
C++
Executable File
247 lines
5.9 KiB
C++
Executable File
// ==============================================================
|
|
// This file is part of Glest Shared Library (www.glest.org)
|
|
//
|
|
// Copyright (C) 2001-2008 Martiño Figueroa
|
|
//
|
|
// You can redistribute this code 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
|
|
// ==============================================================
|
|
|
|
#include "shader_gl.h"
|
|
|
|
#include <fstream>
|
|
|
|
#include "opengl.h"
|
|
#include "leak_dumper.h"
|
|
|
|
using namespace std;
|
|
|
|
namespace Shared{ namespace Graphics{ namespace Gl{
|
|
|
|
// =====================================================
|
|
// class ShaderProgramGl
|
|
// =====================================================
|
|
|
|
ShaderProgramGl::ShaderProgramGl(){
|
|
inited= false;
|
|
}
|
|
|
|
void ShaderProgramGl::init(){
|
|
if(!inited){
|
|
assertGl();
|
|
handle= glCreateProgramObjectARB();
|
|
assertGl();
|
|
inited= true;
|
|
}
|
|
}
|
|
|
|
void ShaderProgramGl::end(){
|
|
if(inited){
|
|
assertGl();
|
|
glDeleteObjectARB(handle);
|
|
assertGl();
|
|
inited= false;
|
|
}
|
|
}
|
|
|
|
void ShaderProgramGl::attach(VertexShader *vertexShader, FragmentShader *fragmentShader){
|
|
this->vertexShader= vertexShader;
|
|
this->fragmentShader= fragmentShader;
|
|
}
|
|
|
|
bool ShaderProgramGl::link(string &messages){
|
|
assertGl();
|
|
|
|
VertexShaderGl *vertexShaderGl= static_cast<VertexShaderGl*>(vertexShader);
|
|
FragmentShaderGl *fragmentShaderGl= static_cast<FragmentShaderGl*>(fragmentShader);
|
|
|
|
const ShaderSource *vss= vertexShaderGl->getSource();
|
|
const ShaderSource *fss= fragmentShaderGl->getSource();
|
|
messages= "Linking program: " + vss->getPathInfo() + ", " + fss->getPathInfo() + "\n";
|
|
|
|
//attach
|
|
glAttachObjectARB(handle, vertexShaderGl->getHandle());
|
|
glAttachObjectARB(handle, fragmentShaderGl->getHandle());
|
|
|
|
assertGl();
|
|
|
|
//bind attributes
|
|
for(unsigned int i=0; i<attributes.size(); ++i){
|
|
int a= attributes[i].second;
|
|
string s= attributes[i].first;
|
|
glBindAttribLocationARB(handle, attributes[i].second, attributes[i].first.c_str());
|
|
}
|
|
|
|
assertGl();
|
|
|
|
//link
|
|
glLinkProgramARB(handle);
|
|
glValidateProgramARB(handle);
|
|
|
|
assertGl();
|
|
|
|
//log
|
|
GLint logLength= 0;
|
|
glGetObjectParameterivARB(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, &logLength);
|
|
char *buffer= new char[logLength+1];
|
|
glGetInfoLogARB(handle, logLength+1, NULL, buffer);
|
|
messages+= buffer;
|
|
delete [] buffer;
|
|
|
|
assertGl();
|
|
|
|
//status
|
|
GLint status= false;
|
|
glGetObjectParameterivARB(handle, GL_OBJECT_LINK_STATUS_ARB, &status);
|
|
|
|
assertGl();
|
|
|
|
return status!=0;
|
|
}
|
|
|
|
void ShaderProgramGl::activate(){
|
|
assertGl();
|
|
glUseProgramObjectARB(handle);
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::deactivate(){
|
|
assertGl();
|
|
glUseProgramObjectARB(0);
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::setUniform(const string &name, int value){
|
|
assertGl();
|
|
glUniform1iARB(getLocation(name), value);
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::setUniform(const string &name, float value){
|
|
assertGl();
|
|
glUniform1fARB(getLocation(name), value);
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::setUniform(const string &name, const Vec2f &value){
|
|
assertGl();
|
|
glUniform2fvARB(getLocation(name), 1, value.ptr());
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::setUniform(const string &name, const Vec3f &value){
|
|
assertGl();
|
|
glUniform3fvARB(getLocation(name), 1, value.ptr());
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::setUniform(const string &name, const Vec4f &value){
|
|
assertGl();
|
|
glUniform4fvARB(getLocation(name), 1, value.ptr());
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::setUniform(const string &name, const Matrix3f &value){
|
|
assertGl();
|
|
glUniformMatrix3fvARB(getLocation(name), 1, GL_FALSE, value.ptr());
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::setUniform(const string &name, const Matrix4f &value){
|
|
assertGl();
|
|
glUniformMatrix4fvARB(getLocation(name), 1, GL_FALSE, value.ptr());
|
|
assertGl();
|
|
}
|
|
|
|
void ShaderProgramGl::bindAttribute(const string &name, int index){
|
|
attributes.push_back(AttributePair(name, index));
|
|
}
|
|
|
|
GLint ShaderProgramGl::getLocation(const string &name){
|
|
GLint location= glGetUniformLocationARB(handle, name.c_str());
|
|
if(location==-1){
|
|
throw runtime_error("Can't locate uniform: "+ name);
|
|
}
|
|
return location;
|
|
}
|
|
|
|
// ===============================================
|
|
// class ShaderGl
|
|
// ===============================================
|
|
|
|
ShaderGl::ShaderGl(){
|
|
inited= false;
|
|
}
|
|
|
|
void ShaderGl::load(const string &path){
|
|
source.load(path);
|
|
}
|
|
|
|
bool ShaderGl::compile(string &messages){
|
|
|
|
assertGl();
|
|
|
|
messages= "Compiling shader: " + source.getPathInfo() + "\n";
|
|
|
|
//load source
|
|
GLint length= (GLint)source.getCode().size();
|
|
const GLcharARB *csource= source.getCode().c_str();
|
|
glShaderSourceARB(handle, 1, &csource, &length);
|
|
|
|
//compile
|
|
glCompileShaderARB(handle);
|
|
|
|
//log
|
|
GLint logLength= 0;
|
|
glGetObjectParameterivARB(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, &logLength);
|
|
char *buffer= new char[logLength+1];
|
|
glGetInfoLogARB(handle, logLength+1, NULL, buffer);
|
|
messages+= buffer;
|
|
delete [] buffer;
|
|
|
|
//status
|
|
GLint status= false;
|
|
glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &status);
|
|
assertGl();
|
|
|
|
return status!=0;
|
|
}
|
|
|
|
void ShaderGl::end(){
|
|
if(inited){
|
|
assertGl();
|
|
glDeleteObjectARB(handle);
|
|
assertGl();
|
|
}
|
|
}
|
|
|
|
// ===============================================
|
|
// class VertexShaderGl
|
|
// ===============================================
|
|
|
|
void VertexShaderGl::init(){
|
|
if(!inited){
|
|
assertGl();
|
|
handle= glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
|
|
assertGl();
|
|
inited= true;
|
|
}
|
|
}
|
|
|
|
// ===============================================
|
|
// class FragmentShaderGl
|
|
// ===============================================
|
|
|
|
void FragmentShaderGl::init(){
|
|
if(!inited){
|
|
assertGl();
|
|
handle= glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
|
|
assertGl();
|
|
inited= true;
|
|
}
|
|
}
|
|
|
|
}}}//end namespace
|