// Copyright (C) 2012-2013 Kornel Kisielewicz // This file is part of NV Libraries. // For conditions of distribution and use, see copyright notice in nv.hh #include "nv/gl/gl_program.hh" #include "nv/gl/gl_enum.hh" #include "nv/logging.hh" #include "nv/lib/gl.hh" using namespace nv; gl_shader::gl_shader( uint32 shader_type ) : object_id(0), shader_type( shader_type ) { // no op } gl_shader::gl_shader( uint32 shader_type, const string& shader_code ) : object_id(0), shader_type( shader_type ) { compile( shader_code ); } gl_shader::~gl_shader() { free(); } bool gl_shader::compile( const string& shader_code ) { generate(); const char* pc = shader_code.c_str(); glShaderSource( object_id, 1, &pc, 0 ); glCompileShader( object_id ); return validate(); } void gl_shader::generate() { if ( is_valid() ) { free(); } object_id = glCreateShader( shader_type ); } void gl_shader::free() { glDeleteShader( object_id ); object_id = 0; } bool gl_shader::validate() { const uint32 buffer_size = 1024; char buffer[ buffer_size ] = { 0 }; int length; glGetShaderInfoLog( object_id, buffer_size, &length, buffer ); if ( length > 0 ) { NV_LOG( LOG_INFO, "Shader #" << object_id << " compiled: " << buffer ); } else { NV_LOG( LOG_INFO, "Shader #" << object_id << " compiled successfully." ); } return true; } gl_program::gl_program( const string& vertex_program, const string& fragment_program, const string& geometry_program /*= ""*/ ) : vertex_shader( GL_VERTEX_SHADER ), fragment_shader( GL_FRAGMENT_SHADER ), geometry_shader( GL_GEOMETRY_SHADER ) { compile( vertex_program, fragment_program, geometry_program ); } gl_program::~gl_program() { if ( is_valid() ) { // Detach the shaders from the program glDetachShader( m_name.get_value(), vertex_shader.get_id() ); glDetachShader( m_name.get_value(), fragment_shader.get_id() ); if ( geometry_shader.is_valid() ) { glDetachShader( m_name.get_value(), geometry_shader.get_id() ); } } } bool gl_program::compile( const string& vertex_program, const string& fragment_program, const string& geometry_program /*= "" */ ) { if (!vertex_shader.compile( vertex_program )) { return false; } if (!fragment_shader.compile( fragment_program )) { return false; } if (!geometry_program.empty()) { if (!geometry_shader.compile( geometry_program )) { return false; } } glAttachShader( m_name.get_value(), fragment_shader.get_id() ); glAttachShader( m_name.get_value(), vertex_shader.get_id() ); if (!geometry_program.empty()) { glAttachShader( m_name.get_value(), geometry_shader.get_id() ); } glLinkProgram( m_name.get_value() ); if (!validate()) { return false; } load_attributes(); load_uniforms(); return true; } void gl_program::bind() { glUseProgram( m_name.get_value() ); } void gl_program::unbind() { glUseProgram( 0 ); } bool gl_program::is_valid() const { return m_name.is_valid(); } void gl_program::load_attributes() { int params; glGetProgramiv( m_name.get_value(), GL_ACTIVE_ATTRIBUTES, ¶ms ); for ( int i = 0; i < params; ++i ) { int attr_nlen; int attr_len; unsigned attr_type; char name_buffer[128]; glGetActiveAttrib( m_name.get_value(), i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer ); string name( name_buffer, attr_nlen ); // skip built-ins if ( name.substr(0,3) == "gl_" ) continue; int attr_loc = glGetAttribLocation( m_name.get_value(), name.c_str() ); m_attribute_map[ name ] = new attribute( name, attr_loc, gl_enum_to_type( attr_type ), attr_len ); } } void gl_program::load_uniforms() { int params; glGetProgramiv( m_name.get_value(), GL_ACTIVE_UNIFORMS, ¶ms ); for ( int i = 0; i < params; ++i ) { int uni_nlen; int uni_len; unsigned uni_type; char name_buffer[128]; glGetActiveUniform( m_name.get_value(), i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer ); string name( name_buffer, uni_nlen ); // skip built-ins if ( name.substr(0,3) == "gl_" ) continue; int uni_loc = glGetUniformLocation( m_name.get_value(), name.c_str() ); type utype = gl_enum_to_type( uni_type ); m_uniform_map[ name ] = create_uniform( gl_enum_to_type( uni_type ), name, uni_loc, uni_len ); } } bool gl_program::validate() { const uint32 buffer_size = 2048; char buffer[ buffer_size ] = { 0 }; int length; int status; glGetProgramiv( m_name.get_value(), GL_LINK_STATUS, &status ); glGetProgramInfoLog( m_name.get_value(), buffer_size, &length, buffer ); NV_LOG( LOG_INFO, "Program #" << m_name.get_value() << (status == GL_FALSE ? "failed to compile!" : "compiled successfuly.") ); if ( length > 0 ) { NV_LOG( LOG_INFO, "Program #" << m_name.get_value() << " log: " << buffer ); } if ( status == GL_FALSE ) { return false; } glValidateProgram( m_name.get_value() ); glGetProgramiv( m_name.get_value(), GL_VALIDATE_STATUS, &status ); if ( status == GL_FALSE ) { glGetProgramInfoLog( m_name.get_value(), buffer_size, &length, buffer ); NV_LOG( LOG_ERROR, "Program #" << m_name.get_value() << " validation error : " << buffer ); return false; } return true; }