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Diffstat (limited to 'dev/MinGfx/src/shader_program.cc')
-rw-r--r-- | dev/MinGfx/src/shader_program.cc | 389 |
1 files changed, 389 insertions, 0 deletions
diff --git a/dev/MinGfx/src/shader_program.cc b/dev/MinGfx/src/shader_program.cc new file mode 100644 index 0000000..faeb82e --- /dev/null +++ b/dev/MinGfx/src/shader_program.cc @@ -0,0 +1,389 @@ +/* + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + See corresponding header file for details. + */ + +#include "shader_program.h" + +#include "opengl_headers.h" + +#include <vector> +#include <fstream> + + +namespace mingfx { + + +ShaderProgram::ShaderProgram() : vertexShader_(0), fragmentShader_(0), program_(0) { +} + +ShaderProgram::~ShaderProgram() { +} + +bool ShaderProgram::initialized() { + return (program_ != 0); +} + +bool ShaderProgram::AddVertexShaderFromSource(const std::string &vertexSource) { + // https://www.khronos.org/opengl/wiki/Shader_Compilation + + // Create an empty vertex shader handle + vertexShader_ = glCreateShader(GL_VERTEX_SHADER); + + // Send the vertex shader source code to GL + // Note that std::string's .c_str is NULL character terminated. + const GLchar *source = (const GLchar *)vertexSource.c_str(); + glShaderSource(vertexShader_, 1, &source, 0); + + // Compile the vertex shader + glCompileShader(vertexShader_); + + GLint isCompiled = 0; + glGetShaderiv(vertexShader_, GL_COMPILE_STATUS, &isCompiled); + if (isCompiled == GL_FALSE) { + GLint maxLength = 0; + glGetShaderiv(vertexShader_, GL_INFO_LOG_LENGTH, &maxLength); + + // The maxLength includes the NULL character + std::vector<GLchar> infoLog(maxLength); + glGetShaderInfoLog(vertexShader_, maxLength, &maxLength, &infoLog[0]); + + // We don't need the shader anymore. + glDeleteShader(vertexShader_); + + std::cerr << "ShaderProgram: Error compiling vertex shader program: " << std::endl; + std::cerr << &infoLog[0] << std::endl; + std::cerr << vertexSource << std::endl; + return false; + } + return true; +} + +bool ShaderProgram::AddVertexShaderFromFile(const std::string &file) { + std::cout << "Loading vertex shader from file: " << file << std::endl; + std::string source; + std::string line; + std::ifstream myfile (file); + if (myfile.is_open()) { + while (std::getline(myfile, line)) { + source += line + "\n"; + } + myfile.close(); + return AddVertexShaderFromSource(source); + } + else { + std::cerr << "ShaderProgram: Cannot open file " << file << std::endl; + return false; + } +} + + + +bool ShaderProgram::AddFragmentShaderFromSource(const std::string &fragmentSource) { + // https://www.khronos.org/opengl/wiki/Shader_Compilation + + // Create an empty fragment shader handle + fragmentShader_ = glCreateShader(GL_FRAGMENT_SHADER); + + // Send the fragment shader source code to GL + // Note that std::string's .c_str is NULL character terminated. + const GLchar *source = (const GLchar *)fragmentSource.c_str(); + glShaderSource(fragmentShader_, 1, &source, 0); + + // Compile the fragment shader + glCompileShader(fragmentShader_); + + GLint isCompiled = 0; + glGetShaderiv(fragmentShader_, GL_COMPILE_STATUS, &isCompiled); + if (isCompiled == GL_FALSE) { + GLint maxLength = 0; + glGetShaderiv(fragmentShader_, GL_INFO_LOG_LENGTH, &maxLength); + + // The maxLength includes the NULL character + std::vector<GLchar> infoLog(maxLength); + glGetShaderInfoLog(fragmentShader_, maxLength, &maxLength, &infoLog[0]); + + // We don't need the shader anymore. + glDeleteShader(fragmentShader_); + + std::cerr << "ShaderProgram: Error compiling fragment shader program: " << std::endl; + std::cerr << &infoLog[0] << std::endl; + std::cerr << fragmentSource << std::endl; + return false; + } + return true; +} + + +bool ShaderProgram::AddFragmentShaderFromFile(const std::string &file) { + std::cout << "Loading fragment shader from file: " << file << std::endl; + std::string source; + std::string line; + std::ifstream myfile (file); + if (myfile.is_open()) { + while (std::getline(myfile, line)) { + source += line + "\n"; + } + myfile.close(); + return AddFragmentShaderFromSource(source); + } + else { + std::cerr << "ShaderProgram: Cannot open file " << file << std::endl; + return false; + } +} + + +bool ShaderProgram::LinkProgram() { + if (!vertexShader_) { + std::cerr << "ShaderProgram: Error linking program. A vertex shader must be added and successfully compiled before the program can be linked." << std::endl; + return false; + } + if (!fragmentShader_) { + std::cerr << "ShaderProgram: Error linking program. A fragment shader must be added and successfully compiled before the program can be linked." << std::endl; + return false; + } + + // Vertex and fragment shaders are successfully compiled. + // Now time to link them together into a program. + // Get a program object. + program_ = glCreateProgram(); + + // Attach our shaders to our program + glAttachShader(program_, vertexShader_); + glAttachShader(program_, fragmentShader_); + + // Link our program + glLinkProgram(program_); + + // Note the different functions here: glGetProgram* instead of glGetShader*. + GLint isLinked = 0; + glGetProgramiv(program_, GL_LINK_STATUS, (int *)&isLinked); + if (isLinked == GL_FALSE) { + GLint maxLength = 0; + glGetProgramiv(program_, GL_INFO_LOG_LENGTH, &maxLength); + + // The maxLength includes the NULL character + std::vector<GLchar> infoLog(maxLength); + glGetProgramInfoLog(program_, maxLength, &maxLength, &infoLog[0]); + + // We don't need the program anymore. + glDeleteProgram(program_); + // Don't leak shaders either. + glDeleteShader(vertexShader_); + glDeleteShader(fragmentShader_); + + std::cerr << "ShaderProgram: Error linking program: " << std::endl; + std::cerr << &infoLog[0] << std::endl; + return false; + } + + // Always detach shaders after a successful link. + glDetachShader(program_, vertexShader_); + glDetachShader(program_, fragmentShader_); + + return true; +} + + +void ShaderProgram::UseProgram() { + if (!initialized()) { + std::cerr << "ShaderProgram: Warning cannot UseProgram() until it shaders have been added and linked. Calling LinkProgram() for you now." << std::endl; + LinkProgram(); + } + glUseProgram(program_); +} + + +void ShaderProgram::StopProgram() { + glUseProgram(0); +} + + +// MinGfx math types +void ShaderProgram::SetUniform(const std::string &name, const Point2 &p) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform2f(loc, p[0], p[1]); +} + +void ShaderProgram::SetUniform(const std::string &name, const Vector2 &v) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform2f(loc, v[0], v[1]); +} + +void ShaderProgram::SetUniform(const std::string &name, const Point3 &p) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform3f(loc, p[0], p[1], p[2]); +} + +void ShaderProgram::SetUniform(const std::string &name, const Vector3 &v) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform3f(loc, v[0], v[1], v[2]); +} + +void ShaderProgram::SetUniform(const std::string &name, const Matrix4 &m) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniformMatrix4fv(loc, 1, GL_FALSE, m.value_ptr()); +} + +void ShaderProgram::SetUniform(const std::string &name, const Color &c) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform4f(loc, c[0], c[1], c[2], c[3]); +} + + +// built-in types +void ShaderProgram::SetUniform(const std::string &name, int i) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform1i(loc, i); +} + +void ShaderProgram::SetUniform(const std::string &name, unsigned int ui) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform1ui(loc, ui); +} + +void ShaderProgram::SetUniform(const std::string &name, float f) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform1f(loc, f); +} + + + +// built-in types - arrays +void ShaderProgram::SetUniformArray1(const std::string &name, int *i, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform1iv(loc, count, i); +} + +void ShaderProgram::SetUniformArray1(const std::string &name, unsigned int *ui, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform1uiv(loc, count, ui); +} + +void ShaderProgram::SetUniformArray1(const std::string &name, float *f, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform1fv(loc, count, f); +} + + +void ShaderProgram::SetUniformArray2(const std::string &name, int *i, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform2iv(loc, count, i); +} + +void ShaderProgram::SetUniformArray2(const std::string &name, unsigned int *ui, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform2uiv(loc, count, ui); +} + +void ShaderProgram::SetUniformArray2(const std::string &name, float *f, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform2fv(loc, count, f); +} + + +void ShaderProgram::SetUniformArray3(const std::string &name, int *i, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform3iv(loc, count, i); +} + +void ShaderProgram::SetUniformArray3(const std::string &name, unsigned int *ui, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform3uiv(loc, count, ui); +} + +void ShaderProgram::SetUniformArray3(const std::string &name, float *f, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform3fv(loc, count, f); +} + + +void ShaderProgram::SetUniformArray4(const std::string &name, int *i, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform4iv(loc, count, i); +} + +void ShaderProgram::SetUniformArray4(const std::string &name, unsigned int *ui, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform4uiv(loc, count, ui); +} + +void ShaderProgram::SetUniformArray4(const std::string &name, float *f, int count) { + UseProgram(); + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform4fv(loc, count, f); +} + + + +void ShaderProgram::BindTexture(const std::string &name, const Texture2D &tex) { + UseProgram(); + + int texUnit = 0; + + std::map<std::string,int>::const_iterator it = texBindings_.find(name); + if (it != texBindings_.end()) { + // Found: This sampler was already bound to a tex unit, so use the same one + texUnit = texBindings_[name]; + } + else { + // Not found: This sampler was not already bound to a tex unit, so loop through the + // past/current bindings and pick the next available texUnit + std::map<std::string,int>::const_iterator it2; + for (it2 = texBindings_.begin(); it2 != texBindings_.end(); ++it2) { + if (texUnit <= it2->second) { + texUnit = it2->second + 1; + } + } + // save it for future reference + texBindings_[name] = texUnit; + } + + // associate the named shader program sampler variable with the selected texture unit + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform1i(loc, texUnit); + // bind the opengl texture handle to the same texture unit + glActiveTexture(GL_TEXTURE0 + texUnit); + glBindTexture(GL_TEXTURE_2D, tex.opengl_id()); +} + +void ShaderProgram::BindTexture(const std::string &name, const Texture2D &tex, int texUnit) { + UseProgram(); + + texBindings_[name] = texUnit; + + // associate the named shader program sampler variable with the selected texture unit + GLint loc = glGetUniformLocation(program_, name.c_str()); + glUniform1i(loc, texUnit); + // bind the opengl texture handle to the same texture unit + glActiveTexture(GL_TEXTURE0 + texUnit); + glBindTexture(GL_TEXTURE_2D, tex.opengl_id()); +} + + + +} // end namespace + + |