297 lines
8.2 KiB
C++
297 lines
8.2 KiB
C++
/*
|
|
* This program source code file is part of KICAD, a free EDA CAD application.
|
|
*
|
|
* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
|
|
* Copyright (C) 2012 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 <iostream>
|
|
#include <fstream>
|
|
#include <stdexcept>
|
|
|
|
#include <cstring>
|
|
#include <cassert>
|
|
|
|
#include <gal/opengl/shader.h>
|
|
#include <vector>
|
|
|
|
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 )
|
|
{
|
|
// Delete the shaders and the program
|
|
for( std::deque<GLuint>::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 );
|
|
|
|
std::cerr << glInfoLog << std::endl;
|
|
|
|
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 );
|
|
|
|
std::cerr << glInfoLog << std::endl;
|
|
|
|
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<GLchar> 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;
|
|
}
|