//============================================================================= // Copyright (C) 2011-2017 The pmp-library developers // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright notice, this // list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // * Neither the name of the copyright holder nor the names of its // contributors may be used to endorse or promote products derived from // this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. //============================================================================= #include #include #include #include #include //============================================================================= namespace pmp { //============================================================================= Shader::Shader() : m_pid(0), m_vid(0), m_fid(0) { } //----------------------------------------------------------------------------- Shader::~Shader() { cleanup(); } //----------------------------------------------------------------------------- void Shader::cleanup() { if (m_pid) glDeleteProgram(m_pid); if (m_vid) glDeleteShader(m_vid); if (m_fid) glDeleteShader(m_fid); m_pid = m_vid = m_fid = 0; } //----------------------------------------------------------------------------- bool Shader::source(const char* vshader, const char* fshader) { // cleanup existing shaders first cleanup(); // create program m_pid = glCreateProgram(); // vertex shader m_vid = compile(vshader, GL_VERTEX_SHADER); if (!m_vid) { std::cerr << "Cannot compile vertex shader!\n"; return false; } glAttachShader(m_pid, m_vid); // fragment shader m_fid = compile(fshader, GL_FRAGMENT_SHADER); if (!m_fid) { std::cerr << "Cannot compile fragment shader!\n"; return false; } glAttachShader(m_pid, m_fid); // link program if (!link()) { std::cerr << "Cannot link program!\n"; return false; } return true; } //----------------------------------------------------------------------------- bool Shader::load(const char* vfile, const char* ffile) { // cleanup existing shaders first cleanup(); // create program m_pid = glCreateProgram(); // vertex shader m_vid = load_and_compile(vfile, GL_VERTEX_SHADER); if (!m_vid) { std::cerr << "Cannot compile vertex shader!\n"; return false; } glAttachShader(m_pid, m_vid); // fragment shader m_fid = load_and_compile(ffile, GL_FRAGMENT_SHADER); if (!m_fid) { std::cerr << "Cannot compile fragment shader!\n"; return false; } glAttachShader(m_pid, m_fid); // link program if (!link()) { std::cerr << "Cannot link program!\n"; return false; } return true; } //----------------------------------------------------------------------------- bool Shader::link() { glLinkProgram(m_pid); GLint status; glGetProgramiv(m_pid, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLint length; glGetProgramiv(m_pid, GL_INFO_LOG_LENGTH, &length); auto* info = new GLchar[length + 1]; glGetProgramInfoLog(m_pid, length, nullptr, info); std::cerr << "Shader: Cannot link program:\n" << info << std::endl; delete[] info; cleanup(); return false; } return true; } //----------------------------------------------------------------------------- bool Shader::load(const char* filename, std::string& source) { std::ifstream ifs(filename); if (!ifs) { std::cerr << "Shader: Cannot open file \"" << filename << "\"\n"; return false; } std::stringstream ss; ss << ifs.rdbuf(); source = ss.str(); ifs.close(); return true; } //----------------------------------------------------------------------------- GLint Shader::compile(const char* source, GLenum type) { // create shader GLint id = glCreateShader(type); if (!id) { std::cerr << "Shader: Cannot create shader object\n"; return 0; } // compile vertex shader glShaderSource(id, 1, &source, nullptr); glCompileShader(id); // check compile status GLint status; glGetShaderiv(id, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { GLint length; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); auto* info = new GLchar[length + 1]; glGetShaderInfoLog(id, length, nullptr, info); std::cerr << "Shader: Cannot compile shader\n" << info << std::endl; delete[] info; glDeleteShader(id); return 0; } return id; } //----------------------------------------------------------------------------- GLint Shader::load_and_compile(const char* filename, GLenum type) { std::string source; if (!load(filename, source)) { std::cerr << "Shader: Cannot open file \"" << filename << "\"\n"; return 0; } return compile(source.c_str(), type); } //----------------------------------------------------------------------------- void Shader::use() { if (m_pid) glUseProgram(m_pid); } //----------------------------------------------------------------------------- void Shader::disable() { glUseProgram(0); } //----------------------------------------------------------------------------- void Shader::bind_attrib(const char* name, GLuint index) { if (!m_pid) return; glBindAttribLocation(m_pid, index, name); link(); // have to re-link now! } //----------------------------------------------------------------------------- void Shader::set_uniform(const char* name, float value) { if (!m_pid) return; int location = glGetUniformLocation(m_pid, name); if (location == -1) { std::cerr << "Invalid uniform location for: " << name << std::endl; return; } glUniform1f(location, value); } //----------------------------------------------------------------------------- void Shader::set_uniform(const char* name, int value) { if (!m_pid) return; int location = glGetUniformLocation(m_pid, name); if (location == -1) { std::cerr << "Invalid uniform location for: " << name << std::endl; return; } glUniform1i(location, value); } //----------------------------------------------------------------------------- void Shader::set_uniform(const char* name, const vec3& vec) { if (!m_pid) return; int location = glGetUniformLocation(m_pid, name); if (location == -1) { std::cerr << "Invalid uniform location for: " << name << std::endl; return; }; glUniform3f(location, vec[0], vec[1], vec[2]); } //----------------------------------------------------------------------------- void Shader::set_uniform(const char* name, const vec4& vec) { if (!m_pid) return; int location = glGetUniformLocation(m_pid, name); if (location == -1) { std::cerr << "Invalid uniform location for: " << name << std::endl; return; } glUniform4f(location, vec[0], vec[1], vec[2], vec[3]); } //----------------------------------------------------------------------------- void Shader::set_uniform(const char* name, const mat3& mat) { if (!m_pid) return; int location = glGetUniformLocation(m_pid, name); if (location == -1) { std::cerr << "Invalid uniform location for: " << name << std::endl; return; } glUniformMatrix3fv(location, 1, false, mat.data()); } //----------------------------------------------------------------------------- void Shader::set_uniform(const char* name, const mat4& mat) { if (!m_pid) return; int location = glGetUniformLocation(m_pid, name); if (location == -1) { std::cerr << "Invalid uniform location for: " << name << std::endl; return; } glUniformMatrix4fv(location, 1, false, mat.data()); } //============================================================================= } // namespace pmp //=============================================================================