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