vrshoot

annotate src/shader.cc @ 2:334d17aed7de

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