tibia-client/src/framework/graphics/shaderprogram.cpp

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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "shaderprogram.h"
#include "graphics.h"
#include <framework/application.h>
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GLuint ShaderProgram::m_currentProgram = 0;
ShaderProgram::ShaderProgram()
{
m_linked = false;
m_programId = glCreateProgram();
m_uniformLocations.fill(-1);
if(!m_programId)
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g_logger.fatal("Unable to create GL shader program");
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}
ShaderProgram::~ShaderProgram()
{
assert(!g_app.isTermianted());
if(g_graphics.ok())
glDeleteProgram(m_programId);
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}
bool ShaderProgram::addShader(const ShaderPtr& shader) {
glAttachShader(m_programId, shader->getShaderId());
m_linked = false;
m_shaders.push_back(shader);
return true;
}
bool ShaderProgram::addShaderFromSourceCode(Shader::ShaderType shaderType, const std::string& sourceCode) {
ShaderPtr shader(new Shader(shaderType));
if(!shader->compileSourceCode(sourceCode)) {
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g_logger.error(stdext::format("failed to compile shader: %s", shader->log()));
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return false;
}
return addShader(shader);
}
bool ShaderProgram::addShaderFromSourceFile(Shader::ShaderType shaderType, const std::string& sourceFile) {
ShaderPtr shader(new Shader(shaderType));
if(!shader->compileSourceFile(sourceFile)) {
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g_logger.error(stdext::format("failed to compile shader: %s", shader->log()));
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return false;
}
return addShader(shader);
}
void ShaderProgram::removeShader(const ShaderPtr& shader)
{
auto it = std::find(m_shaders.begin(), m_shaders.end(), shader);
if(it == m_shaders.end())
return;
glDetachShader(m_programId, shader->getShaderId());
m_shaders.erase(it);
m_linked = false;
}
void ShaderProgram::removeAllShaders()
{
while(!m_shaders.empty())
removeShader(m_shaders.front());
}
bool ShaderProgram::link()
{
if(m_linked)
return true;
glLinkProgram(m_programId);
GLint value = GL_FALSE;
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glGetProgramiv(m_programId, GL_LINK_STATUS, &value);
m_linked = (value != GL_FALSE);
if(!m_linked)
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g_logger.traceWarning(log());
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return m_linked;
}
bool ShaderProgram::bind()
{
if(m_currentProgram != m_programId) {
if(!m_linked && !link())
return false;
glUseProgram(m_programId);
m_currentProgram = m_programId;
}
return true;
}
void ShaderProgram::release()
{
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if(m_currentProgram != 0) {
m_currentProgram = 0;
glUseProgram(0);
}
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}
std::string ShaderProgram::log()
{
std::string infoLog;
GLint infoLogLength = 0;
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glGetProgramiv(m_programId, GL_INFO_LOG_LENGTH, &infoLogLength);
if(infoLogLength > 1) {
std::vector<char> buf(infoLogLength);
glGetShaderInfoLog(m_programId, infoLogLength-1, NULL, &buf[0]);
infoLog = &buf[0];
}
return infoLog;
}
int ShaderProgram::getAttributeLocation(const char* name)
{
return glGetAttribLocation(m_programId, name);
}
void ShaderProgram::bindAttributeLocation(int location, const char* name)
{
return glBindAttribLocation(m_programId, location, name);
}
void ShaderProgram::bindUniformLocation(int location, const char* name)
{
assert(m_linked);
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assert(location >= 0 && location < MAX_UNIFORM_LOCATIONS);
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m_uniformLocations[location] = glGetUniformLocation(m_programId, name);
}