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