356 lines
9.3 KiB
C++
356 lines
9.3 KiB
C++
//=============================================================================
|
|
// 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 <pmp/Shader.h>
|
|
#include <iostream>
|
|
#include <fstream>
|
|
#include <sstream>
|
|
#include <cassert>
|
|
|
|
//=============================================================================
|
|
|
|
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
|
|
//=============================================================================
|