goat3dgfx

annotate src/shader.cc @ 18:6f82b9b6d6c3

added the ability to render in fixed function with the mesh class
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 08 Dec 2013 01:35:30 +0200
parents 7d6b667821cf
children dc5918c62a64
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@0 7 #include "logger.h"
nuclear@0 8 #include "unistate.h"
nuclear@0 9 #include "mesh.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@0 24 static void bind_standard_attr(const ShaderProg *prog);
nuclear@0 25 static const char *strtype(unsigned int type);
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@18 46
nuclear@0 47 Shader::Shader()
nuclear@0 48 {
nuclear@0 49 sdr = type = 0;
nuclear@0 50 name = 0;
nuclear@0 51 }
nuclear@0 52
nuclear@0 53 Shader::~Shader()
nuclear@0 54 {
nuclear@0 55 destroy();
nuclear@0 56 }
nuclear@0 57
nuclear@0 58 unsigned int Shader::get_id() const
nuclear@0 59 {
nuclear@0 60 return sdr;
nuclear@0 61 }
nuclear@0 62
nuclear@0 63 void Shader::set_name(const char *name)
nuclear@0 64 {
nuclear@0 65 delete [] this->name;
nuclear@0 66 this->name = new char[strlen(name) + 1];
nuclear@0 67 strcpy(this->name, name);
nuclear@0 68 }
nuclear@0 69
nuclear@0 70 const char *Shader::get_name() const
nuclear@0 71 {
nuclear@0 72 return name;
nuclear@0 73 }
nuclear@0 74
nuclear@0 75 bool Shader::create(const char *src, unsigned int type)
nuclear@0 76 {
nuclear@0 77 #if !GL_ES_VERSION_2_0
nuclear@0 78 const char *src_arr[] = {src};
nuclear@0 79 #else
nuclear@0 80 const char *src_arr[] = { "precision mediump float; ", src };
nuclear@0 81 #endif
nuclear@0 82
nuclear@0 83 if(!sdr) {
nuclear@0 84 sdr = glCreateShader(type);
nuclear@0 85 }
nuclear@0 86
nuclear@0 87 info_log("compiling shader: %s... ", name ? name : "");
nuclear@0 88
nuclear@0 89 glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
nuclear@0 90 glCompileShader(sdr);
nuclear@0 91
nuclear@0 92 int status;
nuclear@0 93 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
nuclear@0 94
nuclear@0 95 info_log(status ? "success\n" : "failed\n");
nuclear@0 96
nuclear@0 97 int info_len;
nuclear@0 98 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 99 if(info_len > 1) {
nuclear@0 100 char *buf = (char*)alloca(info_len);
nuclear@0 101 glGetShaderInfoLog(sdr, info_len, 0, buf);
nuclear@0 102 buf[info_len - 1] = 0;
nuclear@0 103
nuclear@0 104 if(status) {
nuclear@0 105 info_log("%s\n", buf);
nuclear@0 106 } else {
nuclear@0 107 error_log("%s\n", buf);
nuclear@0 108 }
nuclear@0 109 }
nuclear@0 110
nuclear@0 111 return status == GL_TRUE;
nuclear@0 112 }
nuclear@0 113
nuclear@0 114 void Shader::destroy()
nuclear@0 115 {
nuclear@0 116 if(sdr) {
nuclear@0 117 glDeleteShader(sdr);
nuclear@0 118 }
nuclear@0 119 sdr = type = 0;
nuclear@0 120
nuclear@0 121 delete [] name;
nuclear@0 122 name = 0;
nuclear@0 123 }
nuclear@0 124
nuclear@0 125 bool Shader::load(const char *fname, unsigned int type)
nuclear@0 126 {
nuclear@0 127 FILE *fp;
nuclear@0 128
nuclear@0 129 if(!(fp = fopen(fname, "rb"))) {
nuclear@0 130 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
nuclear@0 131 return false;
nuclear@0 132 }
nuclear@0 133
nuclear@0 134 fseek(fp, 0, SEEK_END);
nuclear@0 135 long sz = ftell(fp);
nuclear@0 136 rewind(fp);
nuclear@0 137
nuclear@0 138 char *src = (char*)alloca(sz + 1);
nuclear@0 139 if(fread(src, 1, sz, fp) < (size_t)sz) {
nuclear@0 140 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
nuclear@0 141 fclose(fp);
nuclear@0 142 return false;
nuclear@0 143 }
nuclear@0 144 src[sz] = 0;
nuclear@0 145 fclose(fp);
nuclear@0 146
nuclear@0 147 set_name(fname);
nuclear@0 148 return create(src, type);
nuclear@0 149 }
nuclear@0 150
nuclear@0 151 // ---- shader program ----
nuclear@0 152 ShaderProg::ShaderProg()
nuclear@0 153 {
nuclear@0 154 prog = 0;
nuclear@0 155 must_link = true;
nuclear@0 156 }
nuclear@0 157
nuclear@0 158 ShaderProg::~ShaderProg()
nuclear@0 159 {
nuclear@0 160 destroy();
nuclear@0 161 }
nuclear@0 162
nuclear@0 163 unsigned int ShaderProg::get_id() const
nuclear@0 164 {
nuclear@0 165 return prog;
nuclear@0 166 }
nuclear@0 167
nuclear@0 168 bool ShaderProg::create(const char *src, unsigned int type, ...)
nuclear@0 169 {
nuclear@0 170 va_list ap;
nuclear@0 171
nuclear@0 172 va_start(ap, type);
nuclear@0 173 bool res = create(src, type, ap);
nuclear@0 174 va_end(ap);
nuclear@0 175
nuclear@0 176 return res;
nuclear@0 177 }
nuclear@0 178
nuclear@0 179 bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
nuclear@0 180 {
nuclear@0 181 destroy();
nuclear@0 182 prog = glCreateProgram();
nuclear@0 183
nuclear@0 184 while(src) {
nuclear@0 185 Shader *sdr = new Shader;
nuclear@0 186 if(!sdr->create(src, type)) {
nuclear@0 187 va_end(ap);
nuclear@0 188 return false;
nuclear@0 189 }
nuclear@0 190 add_shader(sdr);
nuclear@0 191 src = va_arg(ap, const char*);
nuclear@0 192 type = va_arg(ap, unsigned int);
nuclear@0 193 }
nuclear@0 194 return link();
nuclear@0 195 }
nuclear@0 196
nuclear@0 197 bool ShaderProg::create(const char *vsrc, const char *psrc)
nuclear@0 198 {
nuclear@0 199 return create(VSDR(vsrc), PSDR(psrc), 0);
nuclear@0 200 }
nuclear@0 201
nuclear@0 202 bool ShaderProg::create(Shader *sdr, ...)
nuclear@0 203 {
nuclear@0 204 va_list ap;
nuclear@0 205
nuclear@0 206 va_start(ap, sdr);
nuclear@0 207 bool res = create(sdr, ap);
nuclear@0 208 va_end(ap);
nuclear@0 209
nuclear@0 210 return res;
nuclear@0 211 }
nuclear@0 212
nuclear@0 213 bool ShaderProg::create(Shader *sdr, va_list ap)
nuclear@0 214 {
nuclear@0 215 destroy();
nuclear@0 216 prog = glCreateProgram();
nuclear@0 217
nuclear@0 218 while(sdr) {
nuclear@0 219 add_shader(sdr);
nuclear@0 220 sdr = va_arg(ap, Shader*);
nuclear@0 221 }
nuclear@0 222 return link();
nuclear@0 223 }
nuclear@0 224
nuclear@0 225 bool ShaderProg::create(Shader *vsdr, Shader *psdr)
nuclear@0 226 {
nuclear@0 227 return create(vsdr, psdr, 0);
nuclear@0 228 }
nuclear@0 229
nuclear@0 230 void ShaderProg::destroy()
nuclear@0 231 {
nuclear@0 232 if(prog) {
nuclear@0 233 glDeleteProgram(prog);
nuclear@0 234 }
nuclear@0 235 prog = 0;
nuclear@0 236
nuclear@0 237 shaders.clear();
nuclear@0 238 // don't actually destroy the shaders, let the ShaderSet own them
nuclear@0 239 }
nuclear@0 240
nuclear@0 241 bool ShaderProg::load(const char *fname, unsigned int type, ...)
nuclear@0 242 {
nuclear@0 243 va_list ap;
nuclear@0 244 va_start(ap, type);
nuclear@0 245 bool res = load(fname, type, ap);
nuclear@0 246 va_end(ap);
nuclear@0 247
nuclear@0 248 return res;
nuclear@0 249 }
nuclear@0 250
nuclear@0 251 bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
nuclear@0 252 {
nuclear@0 253 destroy();
nuclear@0 254 prog = glCreateProgram();
nuclear@0 255
nuclear@0 256 while(fname) {
nuclear@0 257 Shader *sdr = new Shader;
nuclear@0 258 if(!sdr->load(fname, type)) {
nuclear@0 259 delete sdr;
nuclear@0 260 return false;
nuclear@0 261 }
nuclear@0 262 add_shader(sdr);
nuclear@0 263
nuclear@0 264 if((fname = va_arg(ap, const char*))) {
nuclear@0 265 type = va_arg(ap, unsigned int);
nuclear@0 266 }
nuclear@0 267 }
nuclear@0 268
nuclear@0 269 return link();
nuclear@0 270 }
nuclear@0 271
nuclear@0 272 bool ShaderProg::load(const char *vfname, const char *pfname)
nuclear@0 273 {
nuclear@0 274 return load(VSDR(vfname), PSDR(pfname), 0);
nuclear@0 275 }
nuclear@0 276
nuclear@0 277 void ShaderProg::add_shader(Shader *sdr)
nuclear@0 278 {
nuclear@0 279 glAttachShader(prog, sdr->get_id());
nuclear@0 280 }
nuclear@0 281
nuclear@0 282 bool ShaderProg::link() const
nuclear@0 283 {
nuclear@0 284 bind_standard_attr(this);
nuclear@0 285
nuclear@0 286 CHECKGLERR;
nuclear@0 287 info_log("linking program ... ");
nuclear@0 288 glLinkProgram(prog);
nuclear@0 289
nuclear@0 290 int status;
nuclear@0 291 glGetProgramiv(prog, GL_LINK_STATUS, &status);
nuclear@0 292
nuclear@0 293 info_log(status ? "success\n" : "failed\n");
nuclear@0 294
nuclear@0 295 int info_len;
nuclear@0 296 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 297 if(info_len > 1) {
nuclear@0 298 char *buf = (char*)alloca(info_len);
nuclear@0 299 glGetProgramInfoLog(prog, info_len, 0, buf);
nuclear@0 300 buf[info_len - 1] = 0;
nuclear@0 301
nuclear@0 302 if(status) {
nuclear@0 303 info_log("%s\n", buf);
nuclear@0 304 } else {
nuclear@0 305 error_log("%s\n", buf);
nuclear@0 306 }
nuclear@0 307 }
nuclear@0 308
nuclear@0 309 if(status) {
nuclear@0 310 must_link = false;
nuclear@0 311 cache_state_uniforms();
nuclear@0 312
nuclear@0 313 return true;
nuclear@0 314 }
nuclear@0 315 return false;
nuclear@0 316 }
nuclear@0 317
nuclear@0 318 void ShaderProg::bind() const
nuclear@0 319 {
nuclear@0 320 CHECKGLERR;
nuclear@0 321 if(must_link) {
nuclear@0 322 if(!link()) {
nuclear@0 323 return;
nuclear@0 324 }
nuclear@0 325 }
nuclear@0 326 CHECKGLERR;
nuclear@0 327 glUseProgram(prog);
nuclear@0 328 ShaderProg::current = (ShaderProg*)this;
nuclear@0 329
nuclear@0 330 setup_state_uniforms();
nuclear@0 331 }
nuclear@0 332
nuclear@0 333
nuclear@0 334 int ShaderProg::get_attrib_location(const char *name) const
nuclear@0 335 {
nuclear@0 336 glUseProgram(prog);
nuclear@0 337 return glGetAttribLocation(prog, name);
nuclear@0 338 }
nuclear@0 339
nuclear@0 340 void ShaderProg::set_attrib_location(const char *name, int loc) const
nuclear@0 341 {
nuclear@0 342 glBindAttribLocation(prog, loc, name);
nuclear@0 343 must_link = true;
nuclear@0 344 }
nuclear@0 345
nuclear@0 346 int ShaderProg::get_uniform_location(const char *name) const
nuclear@0 347 {
nuclear@0 348 glUseProgram(prog);
nuclear@0 349 return glGetUniformLocation(prog, name);
nuclear@0 350 }
nuclear@0 351
nuclear@0 352 bool ShaderProg::set_uniform(int loc, int val) const
nuclear@0 353 {
nuclear@0 354 glUseProgram(prog);
nuclear@0 355 if(loc >= 0) {
nuclear@0 356 glUniform1i(loc, val);
nuclear@0 357 return true;
nuclear@0 358 }
nuclear@0 359 return false;
nuclear@0 360 }
nuclear@0 361
nuclear@0 362 bool ShaderProg::set_uniform(int loc, float val) const
nuclear@0 363 {
nuclear@0 364 glUseProgram(prog);
nuclear@0 365 if(loc >= 0) {
nuclear@0 366 glUniform1f(loc, val);
nuclear@0 367 return true;
nuclear@0 368 }
nuclear@0 369 return false;
nuclear@0 370 }
nuclear@0 371
nuclear@0 372 bool ShaderProg::set_uniform(int loc, const Vector2 &v) const
nuclear@0 373 {
nuclear@0 374 glUseProgram(prog);
nuclear@0 375 if(loc >= 0) {
nuclear@0 376 glUniform2f(loc, v.x, v.y);
nuclear@0 377 return true;
nuclear@0 378 }
nuclear@0 379 return false;
nuclear@0 380 }
nuclear@0 381
nuclear@0 382 bool ShaderProg::set_uniform(int loc, const Vector3 &v) const
nuclear@0 383 {
nuclear@0 384 glUseProgram(prog);
nuclear@0 385 if(loc >= 0) {
nuclear@0 386 glUniform3f(loc, v.x, v.y, v.z);
nuclear@0 387 return true;
nuclear@0 388 }
nuclear@0 389 return false;
nuclear@0 390 }
nuclear@0 391
nuclear@0 392 bool ShaderProg::set_uniform(int loc, const Vector4 &v) const
nuclear@0 393 {
nuclear@0 394 glUseProgram(prog);
nuclear@0 395 if(loc >= 0) {
nuclear@0 396 glUniform4f(loc, v.x, v.y, v.z, v.w);
nuclear@0 397 return true;
nuclear@0 398 }
nuclear@0 399 return false;
nuclear@0 400 }
nuclear@0 401
nuclear@0 402 bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
nuclear@0 403 {
nuclear@0 404 glUseProgram(prog);
nuclear@0 405 if(loc >= 0) {
nuclear@0 406 glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
nuclear@0 407 return true;
nuclear@0 408 }
nuclear@0 409 return false;
nuclear@0 410 }
nuclear@0 411
nuclear@0 412 bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
nuclear@0 413 {
nuclear@0 414 glUseProgram(prog);
nuclear@0 415 if(loc >= 0) {
nuclear@0 416 glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
nuclear@0 417 return true;
nuclear@0 418 }
nuclear@0 419 return false;
nuclear@0 420 }
nuclear@0 421
nuclear@0 422
nuclear@0 423 bool ShaderProg::set_uniform(const char *name, int val) const
nuclear@0 424 {
nuclear@0 425 return set_uniform(get_uniform_location(name), val);
nuclear@0 426 }
nuclear@0 427
nuclear@0 428 bool ShaderProg::set_uniform(const char *name, float val) const
nuclear@0 429 {
nuclear@0 430 return set_uniform(get_uniform_location(name), val);
nuclear@0 431 }
nuclear@0 432
nuclear@0 433 bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
nuclear@0 434 {
nuclear@0 435 return set_uniform(get_uniform_location(name), v);
nuclear@0 436 }
nuclear@0 437
nuclear@0 438 bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
nuclear@0 439 {
nuclear@0 440 return set_uniform(get_uniform_location(name), v);
nuclear@0 441 }
nuclear@0 442
nuclear@0 443 bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
nuclear@0 444 {
nuclear@0 445 return set_uniform(get_uniform_location(name), v);
nuclear@0 446 }
nuclear@0 447
nuclear@0 448 bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
nuclear@0 449 {
nuclear@0 450 return set_uniform(get_uniform_location(name), m);
nuclear@0 451 }
nuclear@0 452
nuclear@0 453 bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
nuclear@0 454 {
nuclear@0 455 return set_uniform(get_uniform_location(name), m);
nuclear@0 456 }
nuclear@0 457
nuclear@0 458 static StType unist_type(GLenum type)
nuclear@0 459 {
nuclear@0 460 switch(type) {
nuclear@0 461 case GL_FLOAT:
nuclear@0 462 return ST_FLOAT;
nuclear@0 463 case GL_FLOAT_VEC2:
nuclear@0 464 return ST_FLOAT2;
nuclear@0 465 case GL_FLOAT_VEC3:
nuclear@0 466 return ST_FLOAT3;
nuclear@0 467 case GL_FLOAT_VEC4:
nuclear@0 468 return ST_FLOAT4;
nuclear@0 469 case GL_INT:
nuclear@0 470 case GL_SAMPLER_2D:
nuclear@0 471 case GL_SAMPLER_CUBE:
nuclear@0 472 #if !GL_ES_VERSION_2_0
nuclear@0 473 case GL_SAMPLER_1D:
nuclear@0 474 case GL_SAMPLER_3D:
nuclear@0 475 case GL_SAMPLER_1D_SHADOW:
nuclear@0 476 case GL_SAMPLER_2D_SHADOW:
nuclear@0 477 #endif
nuclear@0 478 return ST_INT;
nuclear@0 479 case GL_INT_VEC2:
nuclear@0 480 return ST_INT2;
nuclear@0 481 case GL_INT_VEC3:
nuclear@0 482 return ST_INT3;
nuclear@0 483 case GL_INT_VEC4:
nuclear@0 484 return ST_INT4;
nuclear@0 485 case GL_FLOAT_MAT3:
nuclear@0 486 return ST_MATRIX3;
nuclear@0 487 case GL_FLOAT_MAT4:
nuclear@0 488 return ST_MATRIX4;
nuclear@0 489 default:
nuclear@0 490 break;
nuclear@0 491 }
nuclear@0 492 return ST_UNKNOWN;
nuclear@0 493 }
nuclear@0 494
nuclear@0 495 void ShaderProg::cache_state_uniforms() const
nuclear@0 496 {
nuclear@0 497 if(!glIsProgram(prog)) {
nuclear@0 498 return;
nuclear@0 499 }
nuclear@0 500
nuclear@0 501 int num_uni;
nuclear@0 502 glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
nuclear@0 503
nuclear@0 504 char name[256];
nuclear@0 505 for(int i=0; i<num_uni; i++) {
nuclear@0 506 GLint sz;
nuclear@0 507 GLenum type;
nuclear@0 508 glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
nuclear@0 509
nuclear@0 510 if(strstr(name, "st_") == name) {
nuclear@0 511 StateLocCache s;
nuclear@0 512 s.sidx = add_unistate(name, unist_type(type));
nuclear@0 513 s.loc = glGetUniformLocation(prog, name);
nuclear@0 514 stloc_cache.push_back(s);
nuclear@0 515 }
nuclear@0 516 }
nuclear@0 517 }
nuclear@0 518
nuclear@0 519 void ShaderProg::setup_state_uniforms() const
nuclear@0 520 {
nuclear@0 521 for(size_t i=0; i<stloc_cache.size(); i++) {
nuclear@0 522 setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
nuclear@0 523 CHECKGLERR;
nuclear@0 524 }
nuclear@0 525 }
nuclear@0 526
nuclear@0 527 // ---- ShaderSet ----
nuclear@0 528 static Shader *load_shader(const char *fname, unsigned int type)
nuclear@0 529 {
nuclear@0 530 Shader *sdr = new Shader;
nuclear@0 531 if(!sdr->load(fname, type)) {
nuclear@0 532 delete sdr;
nuclear@0 533 return 0;
nuclear@0 534 }
nuclear@0 535 return sdr;
nuclear@0 536 }
nuclear@0 537
nuclear@0 538 static Shader *load_vertex_shader(const char *fname)
nuclear@0 539 {
nuclear@0 540 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 541 }
nuclear@0 542
nuclear@0 543 static Shader *load_pixel_shader(const char *fname)
nuclear@0 544 {
nuclear@0 545 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 546 }
nuclear@0 547
nuclear@0 548 #ifdef HAVE_GEOMETRY_SHADER
nuclear@0 549 static Shader *load_geom_shader(const char *fname)
nuclear@0 550 {
nuclear@0 551 return load_shader(fname, GL_GEOMETRY_SHADER);
nuclear@0 552 }
nuclear@0 553 #endif
nuclear@0 554
nuclear@0 555 #ifdef HAVE_TESSELATION_SHADER
nuclear@0 556 static Shader *load_tc_shader(const char *fname)
nuclear@0 557 {
nuclear@0 558 return load_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@0 559 }
nuclear@0 560
nuclear@0 561 static Shader *load_te_shader(const char *fname)
nuclear@0 562 {
nuclear@0 563 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@0 564 }
nuclear@0 565 #endif
nuclear@0 566
nuclear@0 567 static void destroy_shader(Shader *sdr)
nuclear@0 568 {
nuclear@0 569 delete sdr;
nuclear@0 570 }
nuclear@0 571
nuclear@0 572 ShaderSet::ShaderSet(unsigned int type)
nuclear@0 573 : DataSet<Shader*>(0, destroy_shader)
nuclear@0 574 {
nuclear@0 575 this->type = type;
nuclear@0 576
nuclear@0 577 switch(type) {
nuclear@0 578 case GL_VERTEX_SHADER:
nuclear@0 579 load = load_vertex_shader;
nuclear@0 580 break;
nuclear@0 581
nuclear@0 582 case GL_FRAGMENT_SHADER:
nuclear@0 583 load = load_pixel_shader;
nuclear@0 584 break;
nuclear@0 585
nuclear@0 586 #ifdef HAVE_GEOMETRY_SHADER
nuclear@0 587 case GL_GEOMETRY_SHADER:
nuclear@0 588 load = load_geom_shader;
nuclear@0 589 break;
nuclear@0 590 #endif
nuclear@0 591
nuclear@0 592 #ifdef HAVE_TESSELATION_SHADER
nuclear@0 593 case GL_TESS_CONTROL_SHADER:
nuclear@0 594 load = load_tc_shader;
nuclear@0 595 break;
nuclear@0 596
nuclear@0 597 case GL_TESS_EVALUATION_SHADER:
nuclear@0 598 load = load_te_shader;
nuclear@0 599 break;
nuclear@0 600 #endif
nuclear@0 601
nuclear@0 602 default:
nuclear@0 603 error_log("ShaderSet constructed with invalid shader type!\n");
nuclear@0 604 }
nuclear@0 605 }
nuclear@0 606
nuclear@0 607 static struct { const char *name; int loc; } attr_loc[] = {
nuclear@0 608 {"attr_vertex", MESH_ATTR_VERTEX},
nuclear@0 609 {"attr_normal", MESH_ATTR_NORMAL},
nuclear@0 610 {"attr_tangent", MESH_ATTR_TANGENT},
nuclear@0 611 {"attr_texcoord", MESH_ATTR_TEXCOORD},
nuclear@0 612 {"attr_color", MESH_ATTR_COLOR},
nuclear@0 613 {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
nuclear@0 614 {"attr_boneidx", MESH_ATTR_BONEIDX}
nuclear@0 615 };
nuclear@0 616
nuclear@0 617 static void bind_standard_attr(const ShaderProg *prog)
nuclear@0 618 {
nuclear@0 619 // we must link once to find out which are the active attributes
nuclear@0 620 glLinkProgram(prog->get_id());
nuclear@0 621
nuclear@0 622 int num_attr;
nuclear@0 623 glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
nuclear@0 624
nuclear@0 625 char name[256];
nuclear@0 626 for(int i=0; i<num_attr; i++) {
nuclear@0 627 GLint sz;
nuclear@0 628 GLenum type;
nuclear@0 629 glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
nuclear@0 630
nuclear@8 631 for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
nuclear@0 632 if(strcmp(name, attr_loc[j].name) == 0) {
nuclear@0 633 prog->set_attrib_location(name, attr_loc[j].loc);
nuclear@0 634 }
nuclear@0 635 }
nuclear@0 636 }
nuclear@0 637 }
nuclear@0 638
nuclear@0 639
nuclear@0 640 static const char *strtype(unsigned int type)
nuclear@0 641 {
nuclear@0 642 switch(type) {
nuclear@0 643 case GL_VERTEX_SHADER:
nuclear@0 644 return "vertex";
nuclear@0 645 case GL_FRAGMENT_SHADER:
nuclear@0 646 return "fragment";
nuclear@0 647 #ifdef HAVE_GEOMETRY_SHADER
nuclear@0 648 case GL_GEOMETRY_SHADER:
nuclear@0 649 return "geometry";
nuclear@0 650 #endif
nuclear@0 651 #ifdef HAVE_TESSELATION_SHADER
nuclear@0 652 case GL_TESS_CONTROL_SHADER:
nuclear@0 653 return "tesselation control";
nuclear@0 654 case GL_TESS_EVALUATION_SHADER:
nuclear@0 655 return "tesselation evaluation";
nuclear@0 656 #endif
nuclear@0 657 default:
nuclear@0 658 break;
nuclear@0 659 }
nuclear@0 660 return "<unknown>";
nuclear@0 661 }