goat3dgfx

annotate src/shader.cc @ 8:98f87a1dbb2f

added COPYING and README
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 18 Nov 2013 03:35:20 +0200
parents 1873dfd13f2d
children 7d6b667821cf
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 }