goat3dgfx

annotate src/shader.cc @ 34:3eb6c8f89fe1

merge
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Mar 2014 17:41:10 +0200
parents dc5918c62a64
children
rev   line source
nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <string.h>
nuclear@0 3 #include <stdarg.h>
nuclear@0 4 #include <errno.h>
nuclear@0 5 #include "opengl.h"
nuclear@0 6 #include "shader.h"
nuclear@31 7 #include "mesh.h"
nuclear@0 8 #include "logger.h"
nuclear@0 9 #include "unistate.h"
nuclear@0 10
nuclear@0 11 #ifdef _MSC_VER
nuclear@0 12 #include <malloc.h>
nuclear@0 13 #else
nuclear@0 14 #include <alloca.h>
nuclear@0 15 #endif
nuclear@0 16
nuclear@15 17 using namespace goatgfx;
nuclear@15 18
nuclear@0 19 #ifdef __GLEW_H__
nuclear@0 20 #define HAVE_GEOMETRY_SHADER
nuclear@0 21 #define HAVE_TESSELATION_SHADER
nuclear@0 22 #endif
nuclear@0 23
nuclear@24 24 static std::string read_source(const char *fname);
nuclear@31 25 static void bind_standard_attr(const ShaderProg *prog);
nuclear@0 26
nuclear@0 27 ShaderProg *ShaderProg::current;
nuclear@0 28
nuclear@18 29 void goatgfx::bind_shader(const ShaderProg *sdr)
nuclear@18 30 {
nuclear@18 31 if(sdr) {
nuclear@18 32 sdr->bind();
nuclear@18 33 } else {
nuclear@18 34 #ifndef GL_ES_VERSION_2_0
nuclear@18 35 glUseProgram(0);
nuclear@18 36 ShaderProg::current = 0;
nuclear@18 37 #endif
nuclear@18 38 }
nuclear@18 39 }
nuclear@18 40
nuclear@18 41 const ShaderProg *goatgfx::get_current_shader()
nuclear@18 42 {
nuclear@18 43 return ShaderProg::current;
nuclear@18 44 }
nuclear@18 45
nuclear@0 46 Shader::Shader()
nuclear@0 47 {
nuclear@0 48 sdr = type = 0;
nuclear@0 49 }
nuclear@0 50
nuclear@0 51 Shader::~Shader()
nuclear@0 52 {
nuclear@0 53 destroy();
nuclear@0 54 }
nuclear@0 55
nuclear@0 56 unsigned int Shader::get_id() const
nuclear@0 57 {
nuclear@0 58 return sdr;
nuclear@0 59 }
nuclear@0 60
nuclear@0 61 void Shader::set_name(const char *name)
nuclear@0 62 {
nuclear@24 63 this->name = std::string(name);
nuclear@0 64 }
nuclear@0 65
nuclear@0 66 const char *Shader::get_name() const
nuclear@0 67 {
nuclear@24 68 return name.c_str();
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 bool Shader::create(const char *src, unsigned int type)
nuclear@0 72 {
nuclear@0 73 #if !GL_ES_VERSION_2_0
nuclear@0 74 const char *src_arr[] = {src};
nuclear@0 75 #else
nuclear@0 76 const char *src_arr[] = { "precision mediump float; ", src };
nuclear@0 77 #endif
nuclear@0 78
nuclear@24 79 // keep a copy of the source code
nuclear@24 80 this->src = std::string(src);
nuclear@24 81
nuclear@0 82 if(!sdr) {
nuclear@0 83 sdr = glCreateShader(type);
nuclear@0 84 }
nuclear@0 85
nuclear@24 86 info_log("compiling shader: %s... ", name.c_str());
nuclear@0 87
nuclear@0 88 glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
nuclear@0 89 glCompileShader(sdr);
nuclear@0 90
nuclear@0 91 int status;
nuclear@0 92 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
nuclear@0 93
nuclear@0 94 info_log(status ? "success\n" : "failed\n");
nuclear@0 95
nuclear@0 96 int info_len;
nuclear@0 97 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 98 if(info_len > 1) {
nuclear@0 99 char *buf = (char*)alloca(info_len);
nuclear@0 100 glGetShaderInfoLog(sdr, info_len, 0, buf);
nuclear@0 101 buf[info_len - 1] = 0;
nuclear@0 102
nuclear@0 103 if(status) {
nuclear@0 104 info_log("%s\n", buf);
nuclear@0 105 } else {
nuclear@0 106 error_log("%s\n", buf);
nuclear@0 107 }
nuclear@0 108 }
nuclear@0 109
nuclear@0 110 return status == GL_TRUE;
nuclear@0 111 }
nuclear@0 112
nuclear@0 113 void Shader::destroy()
nuclear@0 114 {
nuclear@0 115 if(sdr) {
nuclear@0 116 glDeleteShader(sdr);
nuclear@0 117 }
nuclear@0 118 sdr = type = 0;
nuclear@0 119
nuclear@24 120 src.clear();
nuclear@24 121 name.clear();
nuclear@0 122 }
nuclear@0 123
nuclear@24 124 static std::string read_source(const char *fname)
nuclear@0 125 {
nuclear@0 126 FILE *fp;
nuclear@0 127
nuclear@24 128 if(!(fp = fopen(datafile_path(fname).c_str(), "rb"))) {
nuclear@24 129 error_log("failed to load shader: %s: %s\n", fname, strerror(errno));
nuclear@24 130 return std::string();
nuclear@0 131 }
nuclear@0 132
nuclear@0 133 fseek(fp, 0, SEEK_END);
nuclear@0 134 long sz = ftell(fp);
nuclear@0 135 rewind(fp);
nuclear@0 136
nuclear@0 137 char *src = (char*)alloca(sz + 1);
nuclear@0 138 if(fread(src, 1, sz, fp) < (size_t)sz) {
nuclear@24 139 error_log("failed to load shader: %s: %s\n", fname, strerror(errno));
nuclear@0 140 fclose(fp);
nuclear@24 141 delete [] src;
nuclear@24 142 return std::string();
nuclear@0 143 }
nuclear@0 144 src[sz] = 0;
nuclear@0 145 fclose(fp);
nuclear@0 146
nuclear@24 147 return std::string(src);
nuclear@24 148 }
nuclear@24 149
nuclear@24 150 bool Shader::load(const char *fname, unsigned int type)
nuclear@24 151 {
nuclear@24 152 std::string src = read_source(fname);
nuclear@24 153 if(src.empty()) {
nuclear@24 154 return false;
nuclear@24 155 }
nuclear@0 156 set_name(fname);
nuclear@24 157 return create(src.c_str(), type);
nuclear@0 158 }
nuclear@0 159
nuclear@0 160 // ---- shader program ----
nuclear@0 161 ShaderProg::ShaderProg()
nuclear@0 162 {
nuclear@0 163 prog = 0;
nuclear@0 164 must_link = true;
nuclear@0 165 }
nuclear@0 166
nuclear@0 167 ShaderProg::~ShaderProg()
nuclear@0 168 {
nuclear@0 169 destroy();
nuclear@0 170 }
nuclear@0 171
nuclear@0 172 unsigned int ShaderProg::get_id() const
nuclear@0 173 {
nuclear@0 174 return prog;
nuclear@0 175 }
nuclear@0 176
nuclear@0 177 bool ShaderProg::create(const char *src, unsigned int type, ...)
nuclear@0 178 {
nuclear@0 179 va_list ap;
nuclear@0 180
nuclear@0 181 va_start(ap, type);
nuclear@0 182 bool res = create(src, type, ap);
nuclear@0 183 va_end(ap);
nuclear@0 184
nuclear@0 185 return res;
nuclear@0 186 }
nuclear@0 187
nuclear@0 188 bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
nuclear@0 189 {
nuclear@0 190 destroy();
nuclear@0 191 prog = glCreateProgram();
nuclear@0 192
nuclear@0 193 while(src) {
nuclear@0 194 Shader *sdr = new Shader;
nuclear@0 195 if(!sdr->create(src, type)) {
nuclear@0 196 va_end(ap);
nuclear@0 197 return false;
nuclear@0 198 }
nuclear@0 199 add_shader(sdr);
nuclear@0 200 src = va_arg(ap, const char*);
nuclear@0 201 type = va_arg(ap, unsigned int);
nuclear@0 202 }
nuclear@24 203
nuclear@0 204 return link();
nuclear@0 205 }
nuclear@0 206
nuclear@0 207 bool ShaderProg::create(const char *vsrc, const char *psrc)
nuclear@0 208 {
nuclear@0 209 return create(VSDR(vsrc), PSDR(psrc), 0);
nuclear@0 210 }
nuclear@0 211
nuclear@0 212 bool ShaderProg::create(Shader *sdr, ...)
nuclear@0 213 {
nuclear@0 214 va_list ap;
nuclear@0 215
nuclear@0 216 va_start(ap, sdr);
nuclear@0 217 bool res = create(sdr, ap);
nuclear@0 218 va_end(ap);
nuclear@0 219
nuclear@0 220 return res;
nuclear@0 221 }
nuclear@0 222
nuclear@0 223 bool ShaderProg::create(Shader *sdr, va_list ap)
nuclear@0 224 {
nuclear@0 225 destroy();
nuclear@0 226 prog = glCreateProgram();
nuclear@0 227
nuclear@0 228 while(sdr) {
nuclear@0 229 add_shader(sdr);
nuclear@0 230 sdr = va_arg(ap, Shader*);
nuclear@0 231 }
nuclear@0 232 return link();
nuclear@0 233 }
nuclear@0 234
nuclear@0 235 bool ShaderProg::create(Shader *vsdr, Shader *psdr)
nuclear@0 236 {
nuclear@0 237 return create(vsdr, psdr, 0);
nuclear@0 238 }
nuclear@0 239
nuclear@0 240 void ShaderProg::destroy()
nuclear@0 241 {
nuclear@0 242 if(prog) {
nuclear@0 243 glDeleteProgram(prog);
nuclear@0 244 }
nuclear@0 245 prog = 0;
nuclear@0 246
nuclear@0 247 shaders.clear();
nuclear@0 248 // don't actually destroy the shaders, let the ShaderSet own them
nuclear@0 249 }
nuclear@0 250
nuclear@0 251 bool ShaderProg::load(const char *fname, unsigned int type, ...)
nuclear@0 252 {
nuclear@0 253 va_list ap;
nuclear@0 254 va_start(ap, type);
nuclear@0 255 bool res = load(fname, type, ap);
nuclear@0 256 va_end(ap);
nuclear@0 257
nuclear@0 258 return res;
nuclear@0 259 }
nuclear@0 260
nuclear@0 261 bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
nuclear@0 262 {
nuclear@0 263 destroy();
nuclear@0 264 prog = glCreateProgram();
nuclear@0 265
nuclear@0 266 while(fname) {
nuclear@0 267 Shader *sdr = new Shader;
nuclear@0 268 if(!sdr->load(fname, type)) {
nuclear@0 269 delete sdr;
nuclear@0 270 return false;
nuclear@0 271 }
nuclear@0 272 add_shader(sdr);
nuclear@0 273
nuclear@0 274 if((fname = va_arg(ap, const char*))) {
nuclear@0 275 type = va_arg(ap, unsigned int);
nuclear@0 276 }
nuclear@0 277 }
nuclear@0 278
nuclear@0 279 return link();
nuclear@0 280 }
nuclear@0 281
nuclear@0 282 bool ShaderProg::load(const char *vfname, const char *pfname)
nuclear@0 283 {
nuclear@0 284 return load(VSDR(vfname), PSDR(pfname), 0);
nuclear@0 285 }
nuclear@0 286
nuclear@0 287 void ShaderProg::add_shader(Shader *sdr)
nuclear@0 288 {
nuclear@0 289 glAttachShader(prog, sdr->get_id());
nuclear@0 290 }
nuclear@0 291
nuclear@0 292 bool ShaderProg::link() const
nuclear@0 293 {
nuclear@0 294 bind_standard_attr(this);
nuclear@0 295
nuclear@0 296 CHECKGLERR;
nuclear@0 297 info_log("linking program ... ");
nuclear@0 298 glLinkProgram(prog);
nuclear@0 299
nuclear@0 300 int status;
nuclear@0 301 glGetProgramiv(prog, GL_LINK_STATUS, &status);
nuclear@0 302
nuclear@0 303 info_log(status ? "success\n" : "failed\n");
nuclear@0 304
nuclear@0 305 int info_len;
nuclear@0 306 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 307 if(info_len > 1) {
nuclear@0 308 char *buf = (char*)alloca(info_len);
nuclear@0 309 glGetProgramInfoLog(prog, info_len, 0, buf);
nuclear@0 310 buf[info_len - 1] = 0;
nuclear@0 311
nuclear@0 312 if(status) {
nuclear@0 313 info_log("%s\n", buf);
nuclear@0 314 } else {
nuclear@0 315 error_log("%s\n", buf);
nuclear@0 316 }
nuclear@0 317 }
nuclear@0 318
nuclear@0 319 if(status) {
nuclear@0 320 must_link = false;
nuclear@0 321 cache_state_uniforms();
nuclear@0 322 return true;
nuclear@0 323 }
nuclear@0 324 return false;
nuclear@0 325 }
nuclear@0 326
nuclear@0 327 void ShaderProg::bind() const
nuclear@0 328 {
nuclear@0 329 CHECKGLERR;
nuclear@0 330 if(must_link) {
nuclear@0 331 if(!link()) {
nuclear@0 332 return;
nuclear@0 333 }
nuclear@0 334 }
nuclear@0 335 CHECKGLERR;
nuclear@0 336 glUseProgram(prog);
nuclear@0 337 ShaderProg::current = (ShaderProg*)this;
nuclear@0 338
nuclear@0 339 setup_state_uniforms();
nuclear@0 340 }
nuclear@0 341
nuclear@0 342
nuclear@0 343 int ShaderProg::get_attrib_location(const char *name) const
nuclear@0 344 {
nuclear@0 345 glUseProgram(prog);
nuclear@0 346 return glGetAttribLocation(prog, name);
nuclear@0 347 }
nuclear@0 348
nuclear@0 349 void ShaderProg::set_attrib_location(const char *name, int loc) const
nuclear@0 350 {
nuclear@0 351 glBindAttribLocation(prog, loc, name);
nuclear@0 352 must_link = true;
nuclear@0 353 }
nuclear@0 354
nuclear@0 355 int ShaderProg::get_uniform_location(const char *name) const
nuclear@0 356 {
nuclear@0 357 glUseProgram(prog);
nuclear@0 358 return glGetUniformLocation(prog, name);
nuclear@0 359 }
nuclear@0 360
nuclear@0 361 bool ShaderProg::set_uniform(int loc, int val) const
nuclear@0 362 {
nuclear@0 363 glUseProgram(prog);
nuclear@0 364 if(loc >= 0) {
nuclear@0 365 glUniform1i(loc, val);
nuclear@0 366 return true;
nuclear@0 367 }
nuclear@0 368 return false;
nuclear@0 369 }
nuclear@0 370
nuclear@0 371 bool ShaderProg::set_uniform(int loc, float val) const
nuclear@0 372 {
nuclear@0 373 glUseProgram(prog);
nuclear@0 374 if(loc >= 0) {
nuclear@0 375 glUniform1f(loc, val);
nuclear@0 376 return true;
nuclear@0 377 }
nuclear@0 378 return false;
nuclear@0 379 }
nuclear@0 380
nuclear@0 381 bool ShaderProg::set_uniform(int loc, const Vector2 &v) const
nuclear@0 382 {
nuclear@0 383 glUseProgram(prog);
nuclear@0 384 if(loc >= 0) {
nuclear@0 385 glUniform2f(loc, v.x, v.y);
nuclear@0 386 return true;
nuclear@0 387 }
nuclear@0 388 return false;
nuclear@0 389 }
nuclear@0 390
nuclear@0 391 bool ShaderProg::set_uniform(int loc, const Vector3 &v) const
nuclear@0 392 {
nuclear@0 393 glUseProgram(prog);
nuclear@0 394 if(loc >= 0) {
nuclear@0 395 glUniform3f(loc, v.x, v.y, v.z);
nuclear@0 396 return true;
nuclear@0 397 }
nuclear@0 398 return false;
nuclear@0 399 }
nuclear@0 400
nuclear@0 401 bool ShaderProg::set_uniform(int loc, const Vector4 &v) const
nuclear@0 402 {
nuclear@0 403 glUseProgram(prog);
nuclear@0 404 if(loc >= 0) {
nuclear@0 405 glUniform4f(loc, v.x, v.y, v.z, v.w);
nuclear@0 406 return true;
nuclear@0 407 }
nuclear@0 408 return false;
nuclear@0 409 }
nuclear@0 410
nuclear@0 411 bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
nuclear@0 412 {
nuclear@0 413 glUseProgram(prog);
nuclear@0 414 if(loc >= 0) {
nuclear@0 415 glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
nuclear@0 416 return true;
nuclear@0 417 }
nuclear@0 418 return false;
nuclear@0 419 }
nuclear@0 420
nuclear@0 421 bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
nuclear@0 422 {
nuclear@0 423 glUseProgram(prog);
nuclear@0 424 if(loc >= 0) {
nuclear@0 425 glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
nuclear@0 426 return true;
nuclear@0 427 }
nuclear@0 428 return false;
nuclear@0 429 }
nuclear@0 430
nuclear@0 431
nuclear@0 432 bool ShaderProg::set_uniform(const char *name, int val) const
nuclear@0 433 {
nuclear@0 434 return set_uniform(get_uniform_location(name), val);
nuclear@0 435 }
nuclear@0 436
nuclear@0 437 bool ShaderProg::set_uniform(const char *name, float val) const
nuclear@0 438 {
nuclear@0 439 return set_uniform(get_uniform_location(name), val);
nuclear@0 440 }
nuclear@0 441
nuclear@0 442 bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
nuclear@0 443 {
nuclear@0 444 return set_uniform(get_uniform_location(name), v);
nuclear@0 445 }
nuclear@0 446
nuclear@0 447 bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
nuclear@0 448 {
nuclear@0 449 return set_uniform(get_uniform_location(name), v);
nuclear@0 450 }
nuclear@0 451
nuclear@0 452 bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
nuclear@0 453 {
nuclear@0 454 return set_uniform(get_uniform_location(name), v);
nuclear@0 455 }
nuclear@0 456
nuclear@0 457 bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
nuclear@0 458 {
nuclear@0 459 return set_uniform(get_uniform_location(name), m);
nuclear@0 460 }
nuclear@0 461
nuclear@0 462 bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
nuclear@0 463 {
nuclear@0 464 return set_uniform(get_uniform_location(name), m);
nuclear@0 465 }
nuclear@0 466
nuclear@0 467 static StType unist_type(GLenum type)
nuclear@0 468 {
nuclear@0 469 switch(type) {
nuclear@0 470 case GL_FLOAT:
nuclear@0 471 return ST_FLOAT;
nuclear@0 472 case GL_FLOAT_VEC2:
nuclear@0 473 return ST_FLOAT2;
nuclear@0 474 case GL_FLOAT_VEC3:
nuclear@0 475 return ST_FLOAT3;
nuclear@0 476 case GL_FLOAT_VEC4:
nuclear@0 477 return ST_FLOAT4;
nuclear@0 478 case GL_INT:
nuclear@0 479 case GL_SAMPLER_2D:
nuclear@0 480 case GL_SAMPLER_CUBE:
nuclear@0 481 #if !GL_ES_VERSION_2_0
nuclear@0 482 case GL_SAMPLER_1D:
nuclear@0 483 case GL_SAMPLER_3D:
nuclear@0 484 case GL_SAMPLER_1D_SHADOW:
nuclear@0 485 case GL_SAMPLER_2D_SHADOW:
nuclear@0 486 #endif
nuclear@0 487 return ST_INT;
nuclear@0 488 case GL_INT_VEC2:
nuclear@0 489 return ST_INT2;
nuclear@0 490 case GL_INT_VEC3:
nuclear@0 491 return ST_INT3;
nuclear@0 492 case GL_INT_VEC4:
nuclear@0 493 return ST_INT4;
nuclear@0 494 case GL_FLOAT_MAT3:
nuclear@0 495 return ST_MATRIX3;
nuclear@0 496 case GL_FLOAT_MAT4:
nuclear@0 497 return ST_MATRIX4;
nuclear@0 498 default:
nuclear@0 499 break;
nuclear@0 500 }
nuclear@0 501 return ST_UNKNOWN;
nuclear@0 502 }
nuclear@0 503
nuclear@0 504 void ShaderProg::cache_state_uniforms() const
nuclear@0 505 {
nuclear@0 506 if(!glIsProgram(prog)) {
nuclear@0 507 return;
nuclear@0 508 }
nuclear@0 509
nuclear@0 510 int num_uni;
nuclear@0 511 glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
nuclear@0 512
nuclear@0 513 char name[256];
nuclear@0 514 for(int i=0; i<num_uni; i++) {
nuclear@0 515 GLint sz;
nuclear@0 516 GLenum type;
nuclear@0 517 glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
nuclear@0 518
nuclear@0 519 if(strstr(name, "st_") == name) {
nuclear@0 520 StateLocCache s;
nuclear@0 521 s.sidx = add_unistate(name, unist_type(type));
nuclear@0 522 s.loc = glGetUniformLocation(prog, name);
nuclear@0 523 stloc_cache.push_back(s);
nuclear@0 524 }
nuclear@0 525 }
nuclear@0 526 }
nuclear@0 527
nuclear@0 528 void ShaderProg::setup_state_uniforms() const
nuclear@0 529 {
nuclear@0 530 for(size_t i=0; i<stloc_cache.size(); i++) {
nuclear@0 531 setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
nuclear@0 532 CHECKGLERR;
nuclear@0 533 }
nuclear@0 534 }
nuclear@0 535
nuclear@24 536 // Static functions to use with ShaderSet
nuclear@24 537 Shader *Shader::create_shader()
nuclear@0 538 {
nuclear@24 539 return new Shader;
nuclear@0 540 }
nuclear@0 541
nuclear@24 542 bool Shader::load_shader(Shader *sdr, const char *fname)
nuclear@0 543 {
nuclear@24 544 std::string src = read_source(fname);
nuclear@24 545 if(src.empty()) {
nuclear@24 546 return false;
nuclear@24 547 }
nuclear@24 548
nuclear@24 549 sdr->src = src;
nuclear@24 550 return true;
nuclear@0 551 }
nuclear@0 552
nuclear@24 553 bool Shader::done_shader(Shader *sdr, unsigned int type)
nuclear@0 554 {
nuclear@24 555 return sdr->create(sdr->src.c_str(), type);
nuclear@24 556 }
nuclear@24 557
nuclear@24 558 static bool done_vertex_shader(Shader *sdr)
nuclear@24 559 {
nuclear@24 560 return Shader::done_shader(sdr, GL_VERTEX_SHADER);
nuclear@24 561 }
nuclear@24 562
nuclear@24 563 static bool done_pixel_shader(Shader *sdr)
nuclear@24 564 {
nuclear@24 565 return Shader::done_shader(sdr, GL_FRAGMENT_SHADER);
nuclear@0 566 }
nuclear@0 567
nuclear@0 568 #ifdef HAVE_GEOMETRY_SHADER
nuclear@24 569 static bool done_geom_shader(Shader *sdr)
nuclear@0 570 {
nuclear@24 571 return Shader::done_shader(sdr, GL_GEOMETRY_SHADER);
nuclear@0 572 }
nuclear@0 573 #endif
nuclear@0 574
nuclear@0 575 #ifdef HAVE_TESSELATION_SHADER
nuclear@24 576 static bool done_tc_shader(Shader *sdr)
nuclear@0 577 {
nuclear@24 578 return Shader::done_shader(sdr, GL_TESS_CONTROL_SHADER);
nuclear@0 579 }
nuclear@0 580
nuclear@24 581 static bool done_te_shader(Shader *sdr)
nuclear@0 582 {
nuclear@24 583 return Shader::done_shader(sdr, GL_TESS_EVALUATION_SHADER);
nuclear@0 584 }
nuclear@0 585 #endif
nuclear@0 586
nuclear@24 587 void Shader::destroy_shader(Shader *sdr)
nuclear@0 588 {
nuclear@0 589 delete sdr;
nuclear@0 590 }
nuclear@0 591
nuclear@24 592 // ---- ShaderSet ----
nuclear@24 593
nuclear@0 594 ShaderSet::ShaderSet(unsigned int type)
nuclear@24 595 : DataSet<Shader*>(Shader::create_shader, Shader::load_shader, 0, Shader::destroy_shader)
nuclear@0 596 {
nuclear@0 597 switch(type) {
nuclear@0 598 case GL_VERTEX_SHADER:
nuclear@24 599 done = done_vertex_shader;
nuclear@0 600 break;
nuclear@0 601
nuclear@0 602 case GL_FRAGMENT_SHADER:
nuclear@24 603 done = done_pixel_shader;
nuclear@0 604 break;
nuclear@0 605
nuclear@0 606 #ifdef HAVE_GEOMETRY_SHADER
nuclear@0 607 case GL_GEOMETRY_SHADER:
nuclear@24 608 done = done_geom_shader;
nuclear@0 609 break;
nuclear@0 610 #endif
nuclear@0 611
nuclear@0 612 #ifdef HAVE_TESSELATION_SHADER
nuclear@0 613 case GL_TESS_CONTROL_SHADER:
nuclear@24 614 done = done_tc_shader;
nuclear@0 615 break;
nuclear@0 616
nuclear@0 617 case GL_TESS_EVALUATION_SHADER:
nuclear@24 618 done = done_te_shader;
nuclear@0 619 break;
nuclear@0 620 #endif
nuclear@0 621
nuclear@0 622 default:
nuclear@0 623 error_log("ShaderSet constructed with invalid shader type!\n");
nuclear@0 624 }
nuclear@0 625 }
nuclear@0 626
nuclear@0 627 static struct { const char *name; int loc; } attr_loc[] = {
nuclear@0 628 {"attr_vertex", MESH_ATTR_VERTEX},
nuclear@0 629 {"attr_normal", MESH_ATTR_NORMAL},
nuclear@0 630 {"attr_tangent", MESH_ATTR_TANGENT},
nuclear@0 631 {"attr_texcoord", MESH_ATTR_TEXCOORD},
nuclear@0 632 {"attr_color", MESH_ATTR_COLOR},
nuclear@0 633 {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
nuclear@0 634 {"attr_boneidx", MESH_ATTR_BONEIDX}
nuclear@0 635 };
nuclear@0 636
nuclear@0 637 static void bind_standard_attr(const ShaderProg *prog)
nuclear@0 638 {
nuclear@0 639 // we must link once to find out which are the active attributes
nuclear@0 640 glLinkProgram(prog->get_id());
nuclear@0 641
nuclear@0 642 int num_attr;
nuclear@0 643 glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
nuclear@0 644
nuclear@0 645 char name[256];
nuclear@0 646 for(int i=0; i<num_attr; i++) {
nuclear@0 647 GLint sz;
nuclear@0 648 GLenum type;
nuclear@0 649 glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
nuclear@0 650
nuclear@8 651 for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
nuclear@0 652 if(strcmp(name, attr_loc[j].name) == 0) {
nuclear@0 653 prog->set_attrib_location(name, attr_loc[j].loc);
nuclear@0 654 }
nuclear@0 655 }
nuclear@0 656 }
nuclear@0 657 }
nuclear@0 658
nuclear@0 659
nuclear@24 660 /*
nuclear@0 661 static const char *strtype(unsigned int type)
nuclear@0 662 {
nuclear@0 663 switch(type) {
nuclear@0 664 case GL_VERTEX_SHADER:
nuclear@0 665 return "vertex";
nuclear@0 666 case GL_FRAGMENT_SHADER:
nuclear@0 667 return "fragment";
nuclear@0 668 #ifdef HAVE_GEOMETRY_SHADER
nuclear@0 669 case GL_GEOMETRY_SHADER:
nuclear@0 670 return "geometry";
nuclear@0 671 #endif
nuclear@0 672 #ifdef HAVE_TESSELATION_SHADER
nuclear@0 673 case GL_TESS_CONTROL_SHADER:
nuclear@0 674 return "tesselation control";
nuclear@0 675 case GL_TESS_EVALUATION_SHADER:
nuclear@0 676 return "tesselation evaluation";
nuclear@0 677 #endif
nuclear@0 678 default:
nuclear@0 679 break;
nuclear@0 680 }
nuclear@0 681 return "<unknown>";
nuclear@0 682 }
nuclear@24 683 */