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shader.cpp
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279 lines (227 loc) · 7.16 KB
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#include "shader.h"
#include "define.h"
#include "tool.h"
#include <iostream>
#include <cassert>
#ifndef WINDOWS
Shader::Shader() : m_valid(false)
{
}
Shader::~Shader()
{
}
bool Shader::Load(const std::string& key, const OptionList& options)
{
return LoadFromFile(key + ".vert", key + ".frag", options.GetBoolean("verbose", true));
}
bool Shader::Release()
{
// TODO cleanup here?
return true;
}
bool Shader::LoadFromFile(const std::string& vertFile, const std::string& fragFile, bool verbose)
{
std::string fragmentShader;
std::string vertexShader;
if(verbose)
std::cout << "Loading vertex shader (" << vertFile << "..." << std::endl;
if(!Tool::LoadTextFile(vertFile, vertexShader))
{
if(verbose)
std::cout << "Failed to load " << vertFile << std::endl;
return false;
}
if(verbose)
std::cout << "Loading fragment shader (" << fragFile << "..." << std::endl;
if(!Tool::LoadTextFile(fragFile, fragmentShader))
{
if(verbose)
std::cout << "Failed to load " << fragFile << std::endl;
return false;
}
return LoadFromMemory(vertexShader, fragmentShader, verbose);
}
void Shader::Use() const
{
assert(m_valid);
glUseProgram(m_program);
}
bool Shader::IsValid() const
{
return m_valid;
}
GLint Shader::BindIntUniform(const std::string& name) const
{
assert(m_valid);
return glGetUniformLocation(m_program, name.c_str());
}
void Shader::UpdateIntUniform(GLint name, GLint value) const
{
assert(m_valid);
glUniform1i(name, value);
}
void Shader::SetIntUniform(const std::string& name, GLint value) const
{
assert(m_valid);
GLint location = glGetUniformLocation(m_program, name.c_str());
glUniform1i(location, value);
}
void Shader::SetVec3Uniform(const std::string& name, GLfloat x, GLfloat y, GLfloat z) const
{
assert(m_valid);
GLint location = glGetUniformLocation(m_program, name.c_str());
glUniform3f(location, x, y, z);
}
void Shader::SetVec4Uniform(const std::string& name, GLfloat x, GLfloat y, GLfloat z, GLfloat a) const
{
assert(m_valid);
GLint location = glGetUniformLocation(m_program, name.c_str());
glUniform4f(location, x, y, z, a);
}
void Shader::SetFloatUniform(const std::string& name, GLfloat value) const
{
assert(m_valid);
GLint location = glGetUniformLocation(m_program, name.c_str());
glUniform1f(location, value);
}
void Shader::UpdateFloatUniform(GLint name, GLfloat value) const
{
assert(m_valid);
glUniform1f(name, value);
}
void Shader::SetMat4Uniform(const std::string& name, float values[16]) const
{
assert(m_valid);
GLint location = glGetUniformLocation(m_program, name.c_str());
glUniformMatrix4fv(location, 1, false, values);
}
void Shader::SetMat3Uniform(const std::string& name, float values[9]) const
{
assert(m_valid);
GLint location = glGetUniformLocation(m_program, name.c_str());
glUniformMatrix3fv(location, 1, false, values);
}
void Shader::Disable()
{
glUseProgram(0);
}
void Shader::ShowAttributes() const
{
GLint maxLength, nAttribs;
glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTES, &nAttribs);
glGetProgramiv(m_program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &maxLength);
GLchar * name = new GLchar[maxLength];
GLint written, size, location;
GLenum type;
for(int i = 0; i < nAttribs; i++)
{
glGetActiveAttrib(m_program, i, maxLength, &written, &size, &type, name);
location = glGetAttribLocation(m_program, name);
std::cout << "Location " << location << ": " << name << std::endl;
}
delete [] name;
}
void Shader::ShowUniforms() const
{
GLint nUniforms, maxLen;
glGetProgramiv( m_program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLen);
glGetProgramiv( m_program, GL_ACTIVE_UNIFORMS, &nUniforms);
GLchar * name = new GLchar[maxLen];
GLint size, location;
GLsizei written;
GLenum type;
for(int i = 0; i < nUniforms; ++i)
{
glGetActiveUniform(m_program, i, maxLen, &written, &size, &type, name);
location = glGetUniformLocation(m_program, name);
std::cout << "Location " << location << ": " << name << std::endl;
}
delete [] name;
}
bool Shader::LoadFromMemory(const std::string& vertShader, const std::string& fragShader, bool verbose)
{
const char* my_vertex_shader_source = vertShader.c_str();
const char* my_fragment_shader_source = fragShader.c_str();
//std::cout << fragmentShader << std::endl;
//std::cout << vertexShader << std::endl;
m_program = glCreateProgram();
CHECK_GL_ERROR();
assert(glIsProgram(m_program));
m_vertexShader = glCreateShader(GL_VERTEX_SHADER_ARB);
CHECK_GL_ERROR();
assert(glIsShader(m_vertexShader));
m_fragmentShader = glCreateShader(GL_FRAGMENT_SHADER_ARB);
CHECK_GL_ERROR();
assert(glIsShader(m_fragmentShader));
// Load Shader Sources
glShaderSource(m_vertexShader, 1, (const GLchar**)&my_vertex_shader_source, NULL);
CHECK_GL_ERROR();
glShaderSource(m_fragmentShader, 1, (const GLchar**)&my_fragment_shader_source, NULL);
CHECK_GL_ERROR();
// Compile The Shaders
if(verbose)
std::cout << "Compiling vertex shader..." << std::endl;
glCompileShader(m_vertexShader);
if(!CheckShaderError(m_vertexShader, verbose))
return false;
if(verbose)
std::cout << "Compiling fragment shader..." << std::endl;
glCompileShader(m_fragmentShader);
if(!CheckShaderError(m_fragmentShader, verbose))
return false;
// Attach The Shader Objects To The Program Object
glAttachShader(m_program, m_vertexShader);
CHECK_GL_ERROR();
glAttachShader(m_program, m_fragmentShader);
CHECK_GL_ERROR();
// Link The Program Object
glLinkProgram(m_program);
//if(!CheckProgramError(m_program, verbose))
// return false;
CheckProgramError(m_program, true, verbose);
CHECK_GL_ERROR();
if(verbose)
{
std::cout << "Shader attributes:" << std::endl;
ShowAttributes();
std::cout << "Shader uniforms:" << std::endl;
ShowUniforms();
}
m_valid = true;
return true;
}
bool Shader::CheckShaderError(GLenum shader, bool verbose)
{
GLint compileOk;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileOk);
if(verbose && !compileOk)
{
int maxLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
char* infoLog = new char[maxLength];
glGetShaderInfoLog(shader, maxLength, &maxLength, infoLog);
std::cout << infoLog << std::endl;
delete [] infoLog;
return false;
}
return compileOk;
}
bool Shader::CheckProgramError(GLenum program, bool showWarning, bool verbose)
{
GLint compileOk;
glGetProgramiv(program, GL_LINK_STATUS, &compileOk);
CHECK_GL_ERROR();
if(verbose && (showWarning || !compileOk))
{
int maxLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
CHECK_GL_ERROR();
char* infoLog = new char[maxLength];
glGetProgramInfoLog(program, maxLength, &maxLength, infoLog);
CHECK_GL_ERROR();
std::cout << infoLog << std::endl;
delete [] infoLog;
}
return compileOk;
}
#endif