/* * This program source code file is part of KICAD, a free EDA CAD application. * * Copyright (C) 2012 Torsten Hueter, torstenhtr gmx.de * Copyright (C) 2012-2020 Kicad Developers, see change_log.txt for contributors. * * Graphics Abstraction Layer (GAL) for OpenGL * * Shader class * * This program 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, you may find one here: * http://www.gnu.org/licenses/old-licenses/gpl-2.0.html * or you may search the http://www.gnu.org website for the version 2 license, * or you may write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA */ #include #include #include #include #include #include #include using namespace KIGFX; SHADER::SHADER() : isProgramCreated( false ), isShaderLinked( false ), active( false ), maximumVertices( 4 ), geomInputType( GL_LINES ), geomOutputType( GL_LINES ) { // Do not have uninitialized members: programNumber = 0; } SHADER::~SHADER() { if( active ) Deactivate(); if( isProgramCreated ) { if( glIsShader ) { // Delete the shaders and the program for( std::deque::iterator it = shaderNumbers.begin(); it != shaderNumbers.end(); ++it ) { GLuint shader = *it; if( glIsShader( shader ) ) { glDetachShader( programNumber, shader ); glDeleteShader( shader ); } } glDeleteProgram( programNumber ); } } } bool SHADER::LoadShaderFromFile( SHADER_TYPE aShaderType, const std::string& aShaderSourceName ) { // Load shader sources const std::string shaderSource = ReadSource( aShaderSourceName ); return LoadShaderFromStrings( aShaderType, shaderSource ); } void SHADER::ConfigureGeometryShader( GLuint maxVertices, GLuint geometryInputType, GLuint geometryOutputType ) { maximumVertices = maxVertices; geomInputType = geometryInputType; geomOutputType = geometryOutputType; } bool SHADER::Link() { // Shader linking glLinkProgram( programNumber ); programInfo( programNumber ); // Check the Link state GLint tmp; glGetObjectParameterivARB( programNumber, GL_OBJECT_LINK_STATUS_ARB, &tmp ); isShaderLinked = !!tmp; #ifdef DEBUG if( !isShaderLinked ) { int maxLength; glGetProgramiv( programNumber, GL_INFO_LOG_LENGTH, &maxLength ); maxLength = maxLength + 1; char* linkInfoLog = new char[maxLength]; glGetProgramInfoLog( programNumber, maxLength, &maxLength, linkInfoLog ); std::cerr << "Shader linking error:" << std::endl; std::cerr << linkInfoLog; delete[] linkInfoLog; } #endif /* DEBUG */ return isShaderLinked; } int SHADER::AddParameter( const std::string& aParameterName ) { GLint location = glGetUniformLocation( programNumber, aParameterName.c_str() ); if( location >= 0 ) parameterLocation.push_back( location ); else throw std::runtime_error( "Could not find shader uniform: " + aParameterName ); return parameterLocation.size() - 1; } void SHADER::SetParameter( int parameterNumber, float value ) const { assert( (unsigned) parameterNumber < parameterLocation.size() ); glUniform1f( parameterLocation[parameterNumber], value ); } void SHADER::SetParameter( int parameterNumber, int value ) const { assert( (unsigned) parameterNumber < parameterLocation.size() ); glUniform1i( parameterLocation[parameterNumber], value ); } void SHADER::SetParameter( int parameterNumber, float f0, float f1, float f2, float f3 ) const { assert( (unsigned)parameterNumber < parameterLocation.size() ); float arr[4] = { f0, f1, f2, f3 }; glUniform4fv( parameterLocation[parameterNumber], 1, arr ); } void SHADER::SetParameter( int aParameterNumber, const VECTOR2D& aValue ) const { assert( (unsigned)aParameterNumber < parameterLocation.size() ); glUniform2f( parameterLocation[aParameterNumber], aValue.x, aValue.y ); } int SHADER::GetAttribute( const std::string& aAttributeName ) const { return glGetAttribLocation( programNumber, aAttributeName.c_str() ); } void SHADER::programInfo( GLuint aProgram ) { GLint glInfoLogLength = 0; GLint writtenChars = 0; // Get the length of the info string glGetProgramiv( aProgram, GL_INFO_LOG_LENGTH, &glInfoLogLength ); // Print the information if( glInfoLogLength > 2 ) { GLchar* glInfoLog = new GLchar[glInfoLogLength]; glGetProgramInfoLog( aProgram, glInfoLogLength, &writtenChars, glInfoLog ); delete[] glInfoLog; } } void SHADER::shaderInfo( GLuint aShader ) { GLint glInfoLogLength = 0; GLint writtenChars = 0; // Get the length of the info string glGetShaderiv( aShader, GL_INFO_LOG_LENGTH, &glInfoLogLength ); // Print the information if( glInfoLogLength > 2 ) { GLchar* glInfoLog = new GLchar[glInfoLogLength]; glGetShaderInfoLog( aShader, glInfoLogLength, &writtenChars, glInfoLog ); delete[] glInfoLog; } } std::string SHADER::ReadSource( const std::string& aShaderSourceName ) { // Open the shader source for reading std::ifstream inputFile( aShaderSourceName.c_str(), std::ifstream::in ); std::string shaderSource; if( !inputFile ) throw std::runtime_error( "Can't read the shader source: " + aShaderSourceName ); std::string shaderSourceLine; // Read all lines from the text file while( getline( inputFile, shaderSourceLine ) ) { shaderSource += shaderSourceLine; shaderSource += "\n"; } return shaderSource; } bool SHADER::loadShaderFromStringArray( SHADER_TYPE aShaderType, const char** aArray, size_t aSize ) { assert( !isShaderLinked ); // Create the program if( !isProgramCreated ) { programNumber = glCreateProgram(); isProgramCreated = true; } // Create a shader GLuint shaderNumber = glCreateShader( aShaderType ); shaderNumbers.push_back( shaderNumber ); // Get the program info programInfo( programNumber ); // Attach the sources glShaderSource( shaderNumber, aSize, (const GLchar**) aArray, NULL ); programInfo( programNumber ); // Compile and attach shader to the program glCompileShader( shaderNumber ); GLint status; glGetShaderiv( shaderNumber, GL_COMPILE_STATUS, &status ); if( status != GL_TRUE ) { shaderInfo( shaderNumber ); GLint maxLength = 0; glGetShaderiv( shaderNumber, GL_INFO_LOG_LENGTH, &maxLength ); // The maxLength includes the NULL character std::vector errorLog( (size_t) maxLength ); glGetShaderInfoLog( shaderNumber, maxLength, &maxLength, &errorLog[0] ); // Provide the infolog in whatever manor you deem best. // Exit with failure. glDeleteShader( shaderNumber ); // Don't leak the shader. throw std::runtime_error( &errorLog[0] ); } glAttachShader( programNumber, shaderNumber ); programInfo( programNumber ); // Special handling for the geometry shader if( aShaderType == SHADER_TYPE_GEOMETRY ) { glProgramParameteriEXT( programNumber, GL_GEOMETRY_VERTICES_OUT_EXT, maximumVertices ); glProgramParameteriEXT( programNumber, GL_GEOMETRY_INPUT_TYPE_EXT, geomInputType ); glProgramParameteriEXT( programNumber, GL_GEOMETRY_OUTPUT_TYPE_EXT, geomOutputType ); } return true; }