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Aquaria/BBGE/Shader.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Shader.h"
#include "algorithmx.h"
#ifdef BBGE_BUILD_SHADERS
// GL_ARB_shader_objects
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB = NULL;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
PFNGLGETACTIVEUNIFORMARBPROC glGetActiveUniformARB = NULL;
PFNGLUNIFORM1FVARBPROC glUniform1fvARB = NULL;
PFNGLUNIFORM2FVARBPROC glUniform2fvARB = NULL;
PFNGLUNIFORM3FVARBPROC glUniform3fvARB = NULL;
PFNGLUNIFORM4FVARBPROC glUniform4fvARB = NULL;
PFNGLUNIFORM1IVARBPROC glUniform1ivARB = NULL;
PFNGLUNIFORM2IVARBPROC glUniform2ivARB = NULL;
PFNGLUNIFORM3IVARBPROC glUniform3ivARB = NULL;
PFNGLUNIFORM4IVARBPROC glUniform4ivARB = NULL;
#endif
bool Shader::_wasInited = false;
bool Shader::_useShaders = false;
void Shader::staticInit()
{
if (_wasInited)
return;
_wasInited = true;
debugLog("Initializing shaders...");
#if defined(BBGE_BUILD_SHADERS) && defined(BBGE_BUILD_OPENGL)
char *ext = (char*)glGetString( GL_EXTENSIONS );
if( strstr( ext, "GL_ARB_shading_language_100" ) == NULL )
{
//This extension string indicates that the OpenGL Shading Language,
// version 1.00, is supported.
debugLog("GL_ARB_shading_language_100 extension was not found");
/*
MessageBox(NULL,"GL_ARB_shading_language_100 extension was not found",
"ERROR",MB_OK|MB_ICONEXCLAMATION);
*/
goto end;
}
if( strstr( ext, "GL_ARB_shader_objects" ) == NULL )
{
debugLog("GL_ARB_shader_objects extension was not found");
goto end;
}
else
{
#ifdef BBGE_BUILD_SDL
glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
glGetActiveUniformARB = (PFNGLGETACTIVEUNIFORMARBPROC)SDL_GL_GetProcAddress("glGetActiveUniformARB");
glUniform1fvARB = (PFNGLUNIFORM1FVARBPROC)SDL_GL_GetProcAddress("glUniform1fvARB");
glUniform2fvARB = (PFNGLUNIFORM2FVARBPROC)SDL_GL_GetProcAddress("glUniform2fvARB");
glUniform3fvARB = (PFNGLUNIFORM3FVARBPROC)SDL_GL_GetProcAddress("glUniform3fvARB");
glUniform4fvARB = (PFNGLUNIFORM4FVARBPROC)SDL_GL_GetProcAddress("glUniform4fvARB");
glUniform1ivARB = (PFNGLUNIFORM1IVARBPROC)SDL_GL_GetProcAddress("glUniform1ivARB");
glUniform2ivARB = (PFNGLUNIFORM2IVARBPROC)SDL_GL_GetProcAddress("glUniform2ivARB");
glUniform3ivARB = (PFNGLUNIFORM3IVARBPROC)SDL_GL_GetProcAddress("glUniform3ivARB");
glUniform4ivARB = (PFNGLUNIFORM4IVARBPROC)SDL_GL_GetProcAddress("glUniform4ivARB");
#endif
if( !glCreateProgramObjectARB || !glDeleteObjectARB || !glUseProgramObjectARB ||
!glCreateShaderObjectARB || !glCreateShaderObjectARB || !glCompileShaderARB ||
!glGetObjectParameterivARB || !glAttachObjectARB || !glGetInfoLogARB ||
!glLinkProgramARB || !glGetUniformLocationARB || !glGetActiveUniformARB ||
!glUniform1fvARB || !glUniform2fvARB || !glUniform3fvARB || !glUniform4fvARB ||
!glUniform1ivARB || !glUniform2ivARB || !glUniform3ivARB || !glUniform4ivARB)
{
glCreateProgramObjectARB = 0;
debugLog("One or more GL_ARB_shader_objects functions were not found");
goto end;
}
}
// everything fine when we are here
_useShaders = true;
#endif
end:
if (_useShaders)
debugLog("Shader support enabled.");
else
debugLog("Shader support not enabled.");
}
Shader::Shader()
{
numUniforms = -1;
uniformsDirty = false;
#ifdef BBGE_BUILD_OPENGL
g_programObj = 0;
#endif
}
Shader::~Shader()
{
unload();
}
void Shader::unload()
{
#ifdef BBGE_BUILD_SHADERS
if (!_useShaders)
return;
if (g_programObj)
{
glDeleteObjectARB( g_programObj );
g_programObj = 0;
}
#endif
}
bool Shader::isLoaded() const
{
return g_programObj != 0;
}
void Shader::reload()
{
load(vertFile, fragFile);
}
void Shader::bind()
{
#ifdef BBGE_BUILD_SHADERS
if (!_useShaders)
return;
glUseProgramObjectARB(g_programObj);
_flushUniforms();
#endif
}
void Shader::unbind()
{
#ifdef BBGE_BUILD_SHADERS
if (!_useShaders)
return;
glUseProgramObjectARB(0);
#endif
}
unsigned int Shader::_compileShader(int type, const char *src, char *errbuf, size_t errbufsize)
{
#ifdef BBGE_BUILD_SHADERS
GLint compiled = 0;
GLhandleARB handle = glCreateShaderObjectARB(type);
if(!handle)
{
std::ostringstream os;
os << "Failed to create shader object of type " << type;
debugLog(os.str());
return 0;
}
glShaderSourceARB( handle, 1, &src, NULL );
glCompileShaderARB( handle);
glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
glGetInfoLogARB(handle, errbufsize, NULL, errbuf);
if(!compiled)
{
glDeleteObjectARB(handle);
handle = 0;
}
GLint err = glGetError();
if(err != GL_NO_ERROR)
{
std::ostringstream os;
os << "Shader::_compileShader: Unexpected error " << err;
errorLog(os.str());
}
return handle;
#endif
return 0;
}
void Shader::load(const std::string &file, const std::string &fragFile)
{
staticInit();
if(!_useShaders)
return;
debugLog("Shader::load("+file+", "+fragFile+")");
this->vertFile = file;
this->fragFile = fragFile;
char *vertCode = file.length() ? readFile(file) : NULL;
char *fragCode = fragFile.length() ? readFile(fragFile) : NULL;
loadSrc(vertCode, fragCode);
delete [] vertCode;
delete [] fragCode;
}
void Shader::loadSrc(const char *vertCode, const char *fragCode)
{
staticInit();
unload();
if(!_useShaders)
return;
#ifdef BBGE_BUILD_SHADERS
char str[4096];
GLhandleARB vertexShader = 0;
GLhandleARB fragmentShader = 0;
//
// Create the vertex shader...
//
if(vertCode && *vertCode && !(vertexShader = _compileShader(GL_VERTEX_SHADER_ARB, vertCode, str, sizeof(str))))
{
std::ostringstream os;
os << "Vertex Shader Compile Error [" << vertFile << "]:\n" << str;
errorLog(os.str());
return;
}
//
// Create the fragment shader...
//
if(fragCode && *fragCode && !(fragmentShader = _compileShader(GL_FRAGMENT_SHADER_ARB, fragCode, str, sizeof(str))))
{
std::ostringstream os;
os << "Fragment Shader Compile Error [" << fragFile << "]:\n" << str;
errorLog(os.str());
return;
}
//
// Create a program object and attach the two compiled shaders...
//
g_programObj = glCreateProgramObjectARB();
if (!(g_programObj && (vertexShader || fragmentShader)))
{
errorLog("programObj / vertexShader / fragmentShader problem");
unload();
return;
}
//
// Link the program object and print out the info log...
//
if(vertexShader)
glAttachObjectARB( g_programObj, vertexShader );
if(fragmentShader)
glAttachObjectARB( g_programObj, fragmentShader );
glLinkProgramARB( g_programObj );
// Shader objects will be deleted as soon as the program object is deleted
if(vertexShader)
glDeleteObjectARB(vertexShader);
if(fragmentShader)
glDeleteObjectARB(fragmentShader);
GLint bLinked;
glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked );
if(!bLinked)
{
glGetInfoLogARB( g_programObj, sizeof(str), NULL, str );
std::ostringstream os;
os << "Shader Linking Error: " << str;
errorLog(os.str());
unload();
return;
}
_queryUniforms();
#endif
}
void Shader::_setUniform(Uniform *u)
{
/*if(u->location == -1)
{
u->location = glGetUniformLocationARB(g_programObj, u->name);
if(u->location == -1)
{
u->dirty = false;
return;
}
}*/
switch(u->type)
{
case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f); break;
case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f); break;
case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f); break;
case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f); break;
case GL_INT: glUniform1ivARB(u->location, 1, u->data.i); break;
case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i); break;
case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i); break;
case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i); break;
}
u->dirty = false;
}
void Shader::_flushUniforms()
{
if(!uniformsDirty)
return;
uniformsDirty = false;
for(size_t i = 0; i < uniforms.size(); ++i)
{
Uniform &u = uniforms[i];
if(u.dirty)
_setUniform(&u);
}
}
// for sorting
bool Shader::_sortUniform(const Uniform& a, const char *bname)
{
return strcmp(a.name, bname) < 0;
}
bool Shader::Uniform::operator< (const Uniform& b) const
{
return Shader::_sortUniform(*this, &b.name[0]);
}
void Shader::_queryUniforms()
{
glGetObjectParameterivARB(g_programObj, GL_OBJECT_ACTIVE_UNIFORMS_ARB , &numUniforms);
if (numUniforms <= 0)
return;
uniforms.reserve(numUniforms);
for (unsigned int i = 0; i < numUniforms; ++i)
{
Uniform u;
GLint size = 0;
GLenum type = 0;
glGetActiveUniformARB(g_programObj, i, sizeof(u.name), NULL, &size, &type, &u.name[0]);
if(!type || !size)
continue;
u.location = glGetUniformLocationARB(g_programObj, u.name);
if(u.location == -1)
continue;
u.dirty = false;
u.type = type;
memset(&u.data, 0, sizeof(u.data));
uniforms.push_back(u);
}
// sort to be able to do binary search later
std::sort(uniforms.begin(), uniforms.end());
}
int Shader::_getUniformIndex(const char *name)
{
// binary search
UniformVec::iterator it = stdx_fg::lower_bound(uniforms.begin(), uniforms.end(), name, _sortUniform);
2013-05-14 23:56:50 +00:00
// because lower_bound returns the first element that compares less, it might not be the correct one
if(it != uniforms.end() && strcmp(it->name, name))
return -1;
return int(it - uniforms.begin());
}
void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, int w /* = 0 */)
{
#if BBGE_BUILD_SHADERS
if(!g_programObj || numUniforms <= 0)
return;
int idx = _getUniformIndex(name);
if(unsigned(idx) >= uniforms.size())
return;
Uniform& u = uniforms[idx];
u.data.i[0] = x;
u.data.i[1] = y;
u.data.i[2] = z;
u.data.i[3] = w;
u.dirty = true;
uniformsDirty = true;
#endif
}
void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* = 0 */, float w /* = 0 */)
{
#if BBGE_BUILD_SHADERS
if(!g_programObj || numUniforms <= 0)
return;
int idx = _getUniformIndex(name);
if(unsigned(idx) >= uniforms.size())
return;
Uniform& u = uniforms[idx];
u.data.f[0] = x;
u.data.f[1] = y;
u.data.f[2] = z;
u.data.f[3] = w;
u.dirty = true;
uniformsDirty = true;
#endif
}