goat3dgfx

annotate src/shader.cc @ 15:7d6b667821cf

wrapped everything in the goatgfx namespace
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 30 Nov 2013 20:52:21 +0200
parents 98f87a1dbb2f
children 6f82b9b6d6c3
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@0 29 Shader::Shader()
nuclear@0 30 {
nuclear@0 31 sdr = type = 0;
nuclear@0 32 name = 0;
nuclear@0 33 }
nuclear@0 34
nuclear@0 35 Shader::~Shader()
nuclear@0 36 {
nuclear@0 37 destroy();
nuclear@0 38 }
nuclear@0 39
nuclear@0 40 unsigned int Shader::get_id() const
nuclear@0 41 {
nuclear@0 42 return sdr;
nuclear@0 43 }
nuclear@0 44
nuclear@0 45 void Shader::set_name(const char *name)
nuclear@0 46 {
nuclear@0 47 delete [] this->name;
nuclear@0 48 this->name = new char[strlen(name) + 1];
nuclear@0 49 strcpy(this->name, name);
nuclear@0 50 }
nuclear@0 51
nuclear@0 52 const char *Shader::get_name() const
nuclear@0 53 {
nuclear@0 54 return name;
nuclear@0 55 }
nuclear@0 56
nuclear@0 57 bool Shader::create(const char *src, unsigned int type)
nuclear@0 58 {
nuclear@0 59 #if !GL_ES_VERSION_2_0
nuclear@0 60 const char *src_arr[] = {src};
nuclear@0 61 #else
nuclear@0 62 const char *src_arr[] = { "precision mediump float; ", src };
nuclear@0 63 #endif
nuclear@0 64
nuclear@0 65 if(!sdr) {
nuclear@0 66 sdr = glCreateShader(type);
nuclear@0 67 }
nuclear@0 68
nuclear@0 69 info_log("compiling shader: %s... ", name ? name : "");
nuclear@0 70
nuclear@0 71 glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
nuclear@0 72 glCompileShader(sdr);
nuclear@0 73
nuclear@0 74 int status;
nuclear@0 75 glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
nuclear@0 76
nuclear@0 77 info_log(status ? "success\n" : "failed\n");
nuclear@0 78
nuclear@0 79 int info_len;
nuclear@0 80 glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 81 if(info_len > 1) {
nuclear@0 82 char *buf = (char*)alloca(info_len);
nuclear@0 83 glGetShaderInfoLog(sdr, info_len, 0, buf);
nuclear@0 84 buf[info_len - 1] = 0;
nuclear@0 85
nuclear@0 86 if(status) {
nuclear@0 87 info_log("%s\n", buf);
nuclear@0 88 } else {
nuclear@0 89 error_log("%s\n", buf);
nuclear@0 90 }
nuclear@0 91 }
nuclear@0 92
nuclear@0 93 return status == GL_TRUE;
nuclear@0 94 }
nuclear@0 95
nuclear@0 96 void Shader::destroy()
nuclear@0 97 {
nuclear@0 98 if(sdr) {
nuclear@0 99 glDeleteShader(sdr);
nuclear@0 100 }
nuclear@0 101 sdr = type = 0;
nuclear@0 102
nuclear@0 103 delete [] name;
nuclear@0 104 name = 0;
nuclear@0 105 }
nuclear@0 106
nuclear@0 107 bool Shader::load(const char *fname, unsigned int type)
nuclear@0 108 {
nuclear@0 109 FILE *fp;
nuclear@0 110
nuclear@0 111 if(!(fp = fopen(fname, "rb"))) {
nuclear@0 112 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
nuclear@0 113 return false;
nuclear@0 114 }
nuclear@0 115
nuclear@0 116 fseek(fp, 0, SEEK_END);
nuclear@0 117 long sz = ftell(fp);
nuclear@0 118 rewind(fp);
nuclear@0 119
nuclear@0 120 char *src = (char*)alloca(sz + 1);
nuclear@0 121 if(fread(src, 1, sz, fp) < (size_t)sz) {
nuclear@0 122 error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
nuclear@0 123 fclose(fp);
nuclear@0 124 return false;
nuclear@0 125 }
nuclear@0 126 src[sz] = 0;
nuclear@0 127 fclose(fp);
nuclear@0 128
nuclear@0 129 set_name(fname);
nuclear@0 130 return create(src, type);
nuclear@0 131 }
nuclear@0 132
nuclear@0 133 // ---- shader program ----
nuclear@0 134 ShaderProg::ShaderProg()
nuclear@0 135 {
nuclear@0 136 prog = 0;
nuclear@0 137 must_link = true;
nuclear@0 138 }
nuclear@0 139
nuclear@0 140 ShaderProg::~ShaderProg()
nuclear@0 141 {
nuclear@0 142 destroy();
nuclear@0 143 }
nuclear@0 144
nuclear@0 145 unsigned int ShaderProg::get_id() const
nuclear@0 146 {
nuclear@0 147 return prog;
nuclear@0 148 }
nuclear@0 149
nuclear@0 150 bool ShaderProg::create(const char *src, unsigned int type, ...)
nuclear@0 151 {
nuclear@0 152 va_list ap;
nuclear@0 153
nuclear@0 154 va_start(ap, type);
nuclear@0 155 bool res = create(src, type, ap);
nuclear@0 156 va_end(ap);
nuclear@0 157
nuclear@0 158 return res;
nuclear@0 159 }
nuclear@0 160
nuclear@0 161 bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
nuclear@0 162 {
nuclear@0 163 destroy();
nuclear@0 164 prog = glCreateProgram();
nuclear@0 165
nuclear@0 166 while(src) {
nuclear@0 167 Shader *sdr = new Shader;
nuclear@0 168 if(!sdr->create(src, type)) {
nuclear@0 169 va_end(ap);
nuclear@0 170 return false;
nuclear@0 171 }
nuclear@0 172 add_shader(sdr);
nuclear@0 173 src = va_arg(ap, const char*);
nuclear@0 174 type = va_arg(ap, unsigned int);
nuclear@0 175 }
nuclear@0 176 return link();
nuclear@0 177 }
nuclear@0 178
nuclear@0 179 bool ShaderProg::create(const char *vsrc, const char *psrc)
nuclear@0 180 {
nuclear@0 181 return create(VSDR(vsrc), PSDR(psrc), 0);
nuclear@0 182 }
nuclear@0 183
nuclear@0 184 bool ShaderProg::create(Shader *sdr, ...)
nuclear@0 185 {
nuclear@0 186 va_list ap;
nuclear@0 187
nuclear@0 188 va_start(ap, sdr);
nuclear@0 189 bool res = create(sdr, ap);
nuclear@0 190 va_end(ap);
nuclear@0 191
nuclear@0 192 return res;
nuclear@0 193 }
nuclear@0 194
nuclear@0 195 bool ShaderProg::create(Shader *sdr, va_list ap)
nuclear@0 196 {
nuclear@0 197 destroy();
nuclear@0 198 prog = glCreateProgram();
nuclear@0 199
nuclear@0 200 while(sdr) {
nuclear@0 201 add_shader(sdr);
nuclear@0 202 sdr = va_arg(ap, Shader*);
nuclear@0 203 }
nuclear@0 204 return link();
nuclear@0 205 }
nuclear@0 206
nuclear@0 207 bool ShaderProg::create(Shader *vsdr, Shader *psdr)
nuclear@0 208 {
nuclear@0 209 return create(vsdr, psdr, 0);
nuclear@0 210 }
nuclear@0 211
nuclear@0 212 void ShaderProg::destroy()
nuclear@0 213 {
nuclear@0 214 if(prog) {
nuclear@0 215 glDeleteProgram(prog);
nuclear@0 216 }
nuclear@0 217 prog = 0;
nuclear@0 218
nuclear@0 219 shaders.clear();
nuclear@0 220 // don't actually destroy the shaders, let the ShaderSet own them
nuclear@0 221 }
nuclear@0 222
nuclear@0 223 bool ShaderProg::load(const char *fname, unsigned int type, ...)
nuclear@0 224 {
nuclear@0 225 va_list ap;
nuclear@0 226 va_start(ap, type);
nuclear@0 227 bool res = load(fname, type, ap);
nuclear@0 228 va_end(ap);
nuclear@0 229
nuclear@0 230 return res;
nuclear@0 231 }
nuclear@0 232
nuclear@0 233 bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
nuclear@0 234 {
nuclear@0 235 destroy();
nuclear@0 236 prog = glCreateProgram();
nuclear@0 237
nuclear@0 238 while(fname) {
nuclear@0 239 Shader *sdr = new Shader;
nuclear@0 240 if(!sdr->load(fname, type)) {
nuclear@0 241 delete sdr;
nuclear@0 242 return false;
nuclear@0 243 }
nuclear@0 244 add_shader(sdr);
nuclear@0 245
nuclear@0 246 if((fname = va_arg(ap, const char*))) {
nuclear@0 247 type = va_arg(ap, unsigned int);
nuclear@0 248 }
nuclear@0 249 }
nuclear@0 250
nuclear@0 251 return link();
nuclear@0 252 }
nuclear@0 253
nuclear@0 254 bool ShaderProg::load(const char *vfname, const char *pfname)
nuclear@0 255 {
nuclear@0 256 return load(VSDR(vfname), PSDR(pfname), 0);
nuclear@0 257 }
nuclear@0 258
nuclear@0 259 void ShaderProg::add_shader(Shader *sdr)
nuclear@0 260 {
nuclear@0 261 glAttachShader(prog, sdr->get_id());
nuclear@0 262 }
nuclear@0 263
nuclear@0 264 bool ShaderProg::link() const
nuclear@0 265 {
nuclear@0 266 bind_standard_attr(this);
nuclear@0 267
nuclear@0 268 CHECKGLERR;
nuclear@0 269 info_log("linking program ... ");
nuclear@0 270 glLinkProgram(prog);
nuclear@0 271
nuclear@0 272 int status;
nuclear@0 273 glGetProgramiv(prog, GL_LINK_STATUS, &status);
nuclear@0 274
nuclear@0 275 info_log(status ? "success\n" : "failed\n");
nuclear@0 276
nuclear@0 277 int info_len;
nuclear@0 278 glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
nuclear@0 279 if(info_len > 1) {
nuclear@0 280 char *buf = (char*)alloca(info_len);
nuclear@0 281 glGetProgramInfoLog(prog, info_len, 0, buf);
nuclear@0 282 buf[info_len - 1] = 0;
nuclear@0 283
nuclear@0 284 if(status) {
nuclear@0 285 info_log("%s\n", buf);
nuclear@0 286 } else {
nuclear@0 287 error_log("%s\n", buf);
nuclear@0 288 }
nuclear@0 289 }
nuclear@0 290
nuclear@0 291 if(status) {
nuclear@0 292 must_link = false;
nuclear@0 293 cache_state_uniforms();
nuclear@0 294
nuclear@0 295 return true;
nuclear@0 296 }
nuclear@0 297 return false;
nuclear@0 298 }
nuclear@0 299
nuclear@0 300 void ShaderProg::bind() const
nuclear@0 301 {
nuclear@0 302 CHECKGLERR;
nuclear@0 303 if(must_link) {
nuclear@0 304 if(!link()) {
nuclear@0 305 return;
nuclear@0 306 }
nuclear@0 307 }
nuclear@0 308 CHECKGLERR;
nuclear@0 309 glUseProgram(prog);
nuclear@0 310 ShaderProg::current = (ShaderProg*)this;
nuclear@0 311
nuclear@0 312 setup_state_uniforms();
nuclear@0 313 }
nuclear@0 314
nuclear@0 315
nuclear@0 316 int ShaderProg::get_attrib_location(const char *name) const
nuclear@0 317 {
nuclear@0 318 glUseProgram(prog);
nuclear@0 319 return glGetAttribLocation(prog, name);
nuclear@0 320 }
nuclear@0 321
nuclear@0 322 void ShaderProg::set_attrib_location(const char *name, int loc) const
nuclear@0 323 {
nuclear@0 324 glBindAttribLocation(prog, loc, name);
nuclear@0 325 must_link = true;
nuclear@0 326 }
nuclear@0 327
nuclear@0 328 int ShaderProg::get_uniform_location(const char *name) const
nuclear@0 329 {
nuclear@0 330 glUseProgram(prog);
nuclear@0 331 return glGetUniformLocation(prog, name);
nuclear@0 332 }
nuclear@0 333
nuclear@0 334 bool ShaderProg::set_uniform(int loc, int val) const
nuclear@0 335 {
nuclear@0 336 glUseProgram(prog);
nuclear@0 337 if(loc >= 0) {
nuclear@0 338 glUniform1i(loc, val);
nuclear@0 339 return true;
nuclear@0 340 }
nuclear@0 341 return false;
nuclear@0 342 }
nuclear@0 343
nuclear@0 344 bool ShaderProg::set_uniform(int loc, float val) const
nuclear@0 345 {
nuclear@0 346 glUseProgram(prog);
nuclear@0 347 if(loc >= 0) {
nuclear@0 348 glUniform1f(loc, val);
nuclear@0 349 return true;
nuclear@0 350 }
nuclear@0 351 return false;
nuclear@0 352 }
nuclear@0 353
nuclear@0 354 bool ShaderProg::set_uniform(int loc, const Vector2 &v) const
nuclear@0 355 {
nuclear@0 356 glUseProgram(prog);
nuclear@0 357 if(loc >= 0) {
nuclear@0 358 glUniform2f(loc, v.x, v.y);
nuclear@0 359 return true;
nuclear@0 360 }
nuclear@0 361 return false;
nuclear@0 362 }
nuclear@0 363
nuclear@0 364 bool ShaderProg::set_uniform(int loc, const Vector3 &v) const
nuclear@0 365 {
nuclear@0 366 glUseProgram(prog);
nuclear@0 367 if(loc >= 0) {
nuclear@0 368 glUniform3f(loc, v.x, v.y, v.z);
nuclear@0 369 return true;
nuclear@0 370 }
nuclear@0 371 return false;
nuclear@0 372 }
nuclear@0 373
nuclear@0 374 bool ShaderProg::set_uniform(int loc, const Vector4 &v) const
nuclear@0 375 {
nuclear@0 376 glUseProgram(prog);
nuclear@0 377 if(loc >= 0) {
nuclear@0 378 glUniform4f(loc, v.x, v.y, v.z, v.w);
nuclear@0 379 return true;
nuclear@0 380 }
nuclear@0 381 return false;
nuclear@0 382 }
nuclear@0 383
nuclear@0 384 bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
nuclear@0 385 {
nuclear@0 386 glUseProgram(prog);
nuclear@0 387 if(loc >= 0) {
nuclear@0 388 glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
nuclear@0 389 return true;
nuclear@0 390 }
nuclear@0 391 return false;
nuclear@0 392 }
nuclear@0 393
nuclear@0 394 bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
nuclear@0 395 {
nuclear@0 396 glUseProgram(prog);
nuclear@0 397 if(loc >= 0) {
nuclear@0 398 glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
nuclear@0 399 return true;
nuclear@0 400 }
nuclear@0 401 return false;
nuclear@0 402 }
nuclear@0 403
nuclear@0 404
nuclear@0 405 bool ShaderProg::set_uniform(const char *name, int val) const
nuclear@0 406 {
nuclear@0 407 return set_uniform(get_uniform_location(name), val);
nuclear@0 408 }
nuclear@0 409
nuclear@0 410 bool ShaderProg::set_uniform(const char *name, float val) const
nuclear@0 411 {
nuclear@0 412 return set_uniform(get_uniform_location(name), val);
nuclear@0 413 }
nuclear@0 414
nuclear@0 415 bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
nuclear@0 416 {
nuclear@0 417 return set_uniform(get_uniform_location(name), v);
nuclear@0 418 }
nuclear@0 419
nuclear@0 420 bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
nuclear@0 421 {
nuclear@0 422 return set_uniform(get_uniform_location(name), v);
nuclear@0 423 }
nuclear@0 424
nuclear@0 425 bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
nuclear@0 426 {
nuclear@0 427 return set_uniform(get_uniform_location(name), v);
nuclear@0 428 }
nuclear@0 429
nuclear@0 430 bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
nuclear@0 431 {
nuclear@0 432 return set_uniform(get_uniform_location(name), m);
nuclear@0 433 }
nuclear@0 434
nuclear@0 435 bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
nuclear@0 436 {
nuclear@0 437 return set_uniform(get_uniform_location(name), m);
nuclear@0 438 }
nuclear@0 439
nuclear@0 440 static StType unist_type(GLenum type)
nuclear@0 441 {
nuclear@0 442 switch(type) {
nuclear@0 443 case GL_FLOAT:
nuclear@0 444 return ST_FLOAT;
nuclear@0 445 case GL_FLOAT_VEC2:
nuclear@0 446 return ST_FLOAT2;
nuclear@0 447 case GL_FLOAT_VEC3:
nuclear@0 448 return ST_FLOAT3;
nuclear@0 449 case GL_FLOAT_VEC4:
nuclear@0 450 return ST_FLOAT4;
nuclear@0 451 case GL_INT:
nuclear@0 452 case GL_SAMPLER_2D:
nuclear@0 453 case GL_SAMPLER_CUBE:
nuclear@0 454 #if !GL_ES_VERSION_2_0
nuclear@0 455 case GL_SAMPLER_1D:
nuclear@0 456 case GL_SAMPLER_3D:
nuclear@0 457 case GL_SAMPLER_1D_SHADOW:
nuclear@0 458 case GL_SAMPLER_2D_SHADOW:
nuclear@0 459 #endif
nuclear@0 460 return ST_INT;
nuclear@0 461 case GL_INT_VEC2:
nuclear@0 462 return ST_INT2;
nuclear@0 463 case GL_INT_VEC3:
nuclear@0 464 return ST_INT3;
nuclear@0 465 case GL_INT_VEC4:
nuclear@0 466 return ST_INT4;
nuclear@0 467 case GL_FLOAT_MAT3:
nuclear@0 468 return ST_MATRIX3;
nuclear@0 469 case GL_FLOAT_MAT4:
nuclear@0 470 return ST_MATRIX4;
nuclear@0 471 default:
nuclear@0 472 break;
nuclear@0 473 }
nuclear@0 474 return ST_UNKNOWN;
nuclear@0 475 }
nuclear@0 476
nuclear@0 477 void ShaderProg::cache_state_uniforms() const
nuclear@0 478 {
nuclear@0 479 if(!glIsProgram(prog)) {
nuclear@0 480 return;
nuclear@0 481 }
nuclear@0 482
nuclear@0 483 int num_uni;
nuclear@0 484 glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
nuclear@0 485
nuclear@0 486 char name[256];
nuclear@0 487 for(int i=0; i<num_uni; i++) {
nuclear@0 488 GLint sz;
nuclear@0 489 GLenum type;
nuclear@0 490 glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
nuclear@0 491
nuclear@0 492 if(strstr(name, "st_") == name) {
nuclear@0 493 StateLocCache s;
nuclear@0 494 s.sidx = add_unistate(name, unist_type(type));
nuclear@0 495 s.loc = glGetUniformLocation(prog, name);
nuclear@0 496 stloc_cache.push_back(s);
nuclear@0 497 }
nuclear@0 498 }
nuclear@0 499 }
nuclear@0 500
nuclear@0 501 void ShaderProg::setup_state_uniforms() const
nuclear@0 502 {
nuclear@0 503 for(size_t i=0; i<stloc_cache.size(); i++) {
nuclear@0 504 setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
nuclear@0 505 CHECKGLERR;
nuclear@0 506 }
nuclear@0 507 }
nuclear@0 508
nuclear@0 509 // ---- ShaderSet ----
nuclear@0 510 static Shader *load_shader(const char *fname, unsigned int type)
nuclear@0 511 {
nuclear@0 512 Shader *sdr = new Shader;
nuclear@0 513 if(!sdr->load(fname, type)) {
nuclear@0 514 delete sdr;
nuclear@0 515 return 0;
nuclear@0 516 }
nuclear@0 517 return sdr;
nuclear@0 518 }
nuclear@0 519
nuclear@0 520 static Shader *load_vertex_shader(const char *fname)
nuclear@0 521 {
nuclear@0 522 return load_shader(fname, GL_VERTEX_SHADER);
nuclear@0 523 }
nuclear@0 524
nuclear@0 525 static Shader *load_pixel_shader(const char *fname)
nuclear@0 526 {
nuclear@0 527 return load_shader(fname, GL_FRAGMENT_SHADER);
nuclear@0 528 }
nuclear@0 529
nuclear@0 530 #ifdef HAVE_GEOMETRY_SHADER
nuclear@0 531 static Shader *load_geom_shader(const char *fname)
nuclear@0 532 {
nuclear@0 533 return load_shader(fname, GL_GEOMETRY_SHADER);
nuclear@0 534 }
nuclear@0 535 #endif
nuclear@0 536
nuclear@0 537 #ifdef HAVE_TESSELATION_SHADER
nuclear@0 538 static Shader *load_tc_shader(const char *fname)
nuclear@0 539 {
nuclear@0 540 return load_shader(fname, GL_TESS_CONTROL_SHADER);
nuclear@0 541 }
nuclear@0 542
nuclear@0 543 static Shader *load_te_shader(const char *fname)
nuclear@0 544 {
nuclear@0 545 return load_shader(fname, GL_TESS_EVALUATION_SHADER);
nuclear@0 546 }
nuclear@0 547 #endif
nuclear@0 548
nuclear@0 549 static void destroy_shader(Shader *sdr)
nuclear@0 550 {
nuclear@0 551 delete sdr;
nuclear@0 552 }
nuclear@0 553
nuclear@0 554 ShaderSet::ShaderSet(unsigned int type)
nuclear@0 555 : DataSet<Shader*>(0, destroy_shader)
nuclear@0 556 {
nuclear@0 557 this->type = type;
nuclear@0 558
nuclear@0 559 switch(type) {
nuclear@0 560 case GL_VERTEX_SHADER:
nuclear@0 561 load = load_vertex_shader;
nuclear@0 562 break;
nuclear@0 563
nuclear@0 564 case GL_FRAGMENT_SHADER:
nuclear@0 565 load = load_pixel_shader;
nuclear@0 566 break;
nuclear@0 567
nuclear@0 568 #ifdef HAVE_GEOMETRY_SHADER
nuclear@0 569 case GL_GEOMETRY_SHADER:
nuclear@0 570 load = load_geom_shader;
nuclear@0 571 break;
nuclear@0 572 #endif
nuclear@0 573
nuclear@0 574 #ifdef HAVE_TESSELATION_SHADER
nuclear@0 575 case GL_TESS_CONTROL_SHADER:
nuclear@0 576 load = load_tc_shader;
nuclear@0 577 break;
nuclear@0 578
nuclear@0 579 case GL_TESS_EVALUATION_SHADER:
nuclear@0 580 load = load_te_shader;
nuclear@0 581 break;
nuclear@0 582 #endif
nuclear@0 583
nuclear@0 584 default:
nuclear@0 585 error_log("ShaderSet constructed with invalid shader type!\n");
nuclear@0 586 }
nuclear@0 587 }
nuclear@0 588
nuclear@0 589 static struct { const char *name; int loc; } attr_loc[] = {
nuclear@0 590 {"attr_vertex", MESH_ATTR_VERTEX},
nuclear@0 591 {"attr_normal", MESH_ATTR_NORMAL},
nuclear@0 592 {"attr_tangent", MESH_ATTR_TANGENT},
nuclear@0 593 {"attr_texcoord", MESH_ATTR_TEXCOORD},
nuclear@0 594 {"attr_color", MESH_ATTR_COLOR},
nuclear@0 595 {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
nuclear@0 596 {"attr_boneidx", MESH_ATTR_BONEIDX}
nuclear@0 597 };
nuclear@0 598
nuclear@0 599 static void bind_standard_attr(const ShaderProg *prog)
nuclear@0 600 {
nuclear@0 601 // we must link once to find out which are the active attributes
nuclear@0 602 glLinkProgram(prog->get_id());
nuclear@0 603
nuclear@0 604 int num_attr;
nuclear@0 605 glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
nuclear@0 606
nuclear@0 607 char name[256];
nuclear@0 608 for(int i=0; i<num_attr; i++) {
nuclear@0 609 GLint sz;
nuclear@0 610 GLenum type;
nuclear@0 611 glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
nuclear@0 612
nuclear@8 613 for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
nuclear@0 614 if(strcmp(name, attr_loc[j].name) == 0) {
nuclear@0 615 prog->set_attrib_location(name, attr_loc[j].loc);
nuclear@0 616 }
nuclear@0 617 }
nuclear@0 618 }
nuclear@0 619 }
nuclear@0 620
nuclear@0 621
nuclear@0 622 static const char *strtype(unsigned int type)
nuclear@0 623 {
nuclear@0 624 switch(type) {
nuclear@0 625 case GL_VERTEX_SHADER:
nuclear@0 626 return "vertex";
nuclear@0 627 case GL_FRAGMENT_SHADER:
nuclear@0 628 return "fragment";
nuclear@0 629 #ifdef HAVE_GEOMETRY_SHADER
nuclear@0 630 case GL_GEOMETRY_SHADER:
nuclear@0 631 return "geometry";
nuclear@0 632 #endif
nuclear@0 633 #ifdef HAVE_TESSELATION_SHADER
nuclear@0 634 case GL_TESS_CONTROL_SHADER:
nuclear@0 635 return "tesselation control";
nuclear@0 636 case GL_TESS_EVALUATION_SHADER:
nuclear@0 637 return "tesselation evaluation";
nuclear@0 638 #endif
nuclear@0 639 default:
nuclear@0 640 break;
nuclear@0 641 }
nuclear@0 642 return "<unknown>";
nuclear@0 643 }