/* * Copyright (c) 2010-2012 OTClient * * 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 GLuint ShaderProgram::m_currentProgram = 0; ShaderProgram::ShaderProgram() { m_linked = false; m_programId = glCreateProgram(); m_uniformLocations.fill(-1); if(!m_programId) g_logger.fatal("Unable to create GL shader program"); } ShaderProgram::~ShaderProgram() { assert(!g_app.isTermianted()); if(g_graphics.ok()) glDeleteProgram(m_programId); } 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)) { g_logger.error(stdext::format("failed to compile shader: %s", shader->log())); return false; } return addShader(shader); } bool ShaderProgram::addShaderFromSourceFile(Shader::ShaderType shaderType, const std::string& sourceFile) { ShaderPtr shader(new Shader(shaderType)); if(!shader->compileSourceFile(sourceFile)) { g_logger.error(stdext::format("failed to compile shader: %s", shader->log())); 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; glGetProgramiv(m_programId, GL_LINK_STATUS, &value); m_linked = (value != GL_FALSE); if(!m_linked) g_logger.traceWarning(log()); 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() { if(m_currentProgram != 0) { m_currentProgram = 0; glUseProgram(0); } } std::string ShaderProgram::log() { std::string infoLog; GLint infoLogLength = 0; glGetProgramiv(m_programId, GL_INFO_LOG_LENGTH, &infoLogLength); if(infoLogLength > 1) { std::vector 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); assert(location >= 0 && location < MAX_UNIFORM_LOCATIONS); m_uniformLocations[location] = glGetUniformLocation(m_programId, name); }