1 | // Copyright (C) 2012-2013 Kornel Kisielewicz
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2 | // This file is part of NV Libraries.
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3 | // For conditions of distribution and use, see copyright notice in nv.hh
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4 |
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5 | #include "nv/gl/gl_program.hh"
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6 |
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7 | #include "nv/gl/gl_enum.hh"
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8 | #include "nv/logging.hh"
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9 | #include "nv/lib/gl.hh"
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10 |
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11 | #include <glm/glm.hpp>
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12 | #include <glm/gtc/type_ptr.hpp>
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13 |
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14 | using namespace nv;
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15 |
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16 | gl_shader::gl_shader( uint32 sh_type )
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17 | : shader_type( sh_type ), object_id(0)
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18 | {
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19 | // no op
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20 | }
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21 |
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22 | gl_shader::gl_shader( uint32 sh_type, const string& shader_code )
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23 | : shader_type( sh_type ), object_id(0)
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24 | {
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25 | compile( shader_code );
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26 | }
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27 |
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28 | gl_shader::~gl_shader()
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29 | {
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30 | free();
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31 | }
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32 |
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33 | bool gl_shader::compile( const string& shader_code )
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34 | {
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35 | generate();
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36 |
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37 | const char* pc = shader_code.c_str();
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38 |
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39 | glShaderSource( object_id, 1, &pc, 0 );
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40 | glCompileShader( object_id );
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41 |
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42 | return validate();
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43 | }
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44 |
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45 | void gl_shader::generate()
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46 | {
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47 | if ( is_valid() )
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48 | {
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49 | free();
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50 | }
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51 | object_id = glCreateShader( shader_type );
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52 | }
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53 |
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54 | void gl_shader::free()
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55 | {
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56 | glDeleteShader( object_id );
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57 | object_id = 0;
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58 | }
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59 |
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60 | bool gl_shader::validate()
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61 | {
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62 | const uint32 buffer_size = 1024;
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63 | char buffer[ buffer_size ] = { 0 };
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64 | int length;
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65 | int compile_ok = GL_FALSE;
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66 | glGetShaderiv(object_id, GL_COMPILE_STATUS, &compile_ok);
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67 | glGetShaderInfoLog( object_id, buffer_size, &length, buffer );
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68 |
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69 | if ( length > 0 )
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70 | {
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71 | if ( compile_ok == 0 )
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72 | {
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73 | NV_LOG( LOG_ERROR, "Shader #" << object_id << " error: " << buffer );
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74 | }
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75 | else
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76 | {
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77 | NV_LOG( LOG_INFO, "Shader #" << object_id << " compiled successfully: " << buffer );
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78 | }
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79 | }
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80 | else
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81 | {
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82 | NV_LOG( LOG_INFO, "Shader #" << object_id << " compiled successfully." );
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83 | }
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84 | return compile_ok != 0;
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85 | }
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86 |
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87 | gl_program::gl_program( const string& vertex_program, const string& fragment_program )
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88 | : vertex_shader( GL_VERTEX_SHADER ), fragment_shader( GL_FRAGMENT_SHADER )
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89 | {
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90 | compile( vertex_program, fragment_program );
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91 | }
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92 |
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93 | gl_program::~gl_program()
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94 | {
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95 | if ( is_valid() )
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96 | {
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97 | // Detach the shaders from the program
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98 | glDetachShader( m_name.get_value(), vertex_shader.get_id() );
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99 | glDetachShader( m_name.get_value(), fragment_shader.get_id() );
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100 | }
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101 | }
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102 |
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103 | bool gl_program::compile( const string& vertex_program, const string& fragment_program )
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104 | {
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105 | if (!vertex_shader.compile( vertex_program )) { return false; }
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106 | if (!fragment_shader.compile( fragment_program )) { return false; }
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107 |
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108 | glBindAttribLocation( m_name.get_value(), static_cast<GLuint>( slot::POSITION ), "nv_position" );
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109 | glBindAttribLocation( m_name.get_value(), static_cast<GLuint>( slot::TEXCOORD ), "nv_texcoord" );
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110 | glBindAttribLocation( m_name.get_value(), static_cast<GLuint>( slot::NORMAL ), "nv_normal" );
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111 | glBindAttribLocation( m_name.get_value(), static_cast<GLuint>( slot::COLOR ), "nv_color" );
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112 | glBindAttribLocation( m_name.get_value(), static_cast<GLuint>( slot::TANGENT ), "nv_tangent" );
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113 | glBindAttribLocation( m_name.get_value(), static_cast<GLuint>( slot::BONEINDEX ), "nv_boneindex" );
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114 | glBindAttribLocation( m_name.get_value(), static_cast<GLuint>( slot::BONEWEIGHT ), "nv_boneweight");
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115 |
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116 | glAttachShader( m_name.get_value(), fragment_shader.get_id() );
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117 | glAttachShader( m_name.get_value(), vertex_shader.get_id() );
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118 | glLinkProgram( m_name.get_value() );
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119 |
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120 | if (!validate())
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121 | {
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122 | return false;
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123 | }
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124 | load_attributes();
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125 | load_uniforms();
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126 | return true;
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127 | }
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128 |
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129 | void gl_program::bind()
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130 | {
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131 | glUseProgram( m_name.get_value() );
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132 | update_uniforms();
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133 | }
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134 |
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135 | void gl_program::unbind()
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136 | {
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137 | glUseProgram( 0 );
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138 | }
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139 |
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140 | bool gl_program::is_valid() const
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141 | {
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142 | return m_name.is_valid();
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143 | }
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144 |
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145 | void gl_program::load_attributes()
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146 | {
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147 | int params;
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148 | glGetProgramiv( m_name.get_value(), GL_ACTIVE_ATTRIBUTES, ¶ms );
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149 |
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150 | for ( unsigned i = 0; i < (unsigned)params; ++i )
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151 | {
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152 | int attr_nlen;
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153 | int attr_len;
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154 | unsigned attr_type;
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155 | char name_buffer[128];
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156 |
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157 | glGetActiveAttrib( m_name.get_value(), i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer );
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158 |
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159 | string name( name_buffer, size_t(attr_nlen) );
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160 |
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161 | // skip built-ins
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162 | if ( name.substr(0,3) == "gl_" ) continue;
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163 |
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164 | int attr_loc = glGetAttribLocation( m_name.get_value(), name.c_str() );
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165 |
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166 | m_attribute_map[ name ] = new attribute( name, attr_loc, gl_enum_to_datatype( attr_type ), attr_len );
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167 | }
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168 | }
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169 |
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170 | void gl_program::load_uniforms()
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171 | {
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172 | int params;
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173 | glGetProgramiv( m_name.get_value(), GL_ACTIVE_UNIFORMS, ¶ms );
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174 |
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175 | for ( unsigned i = 0; i < size_t(params); ++i )
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176 | {
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177 | int uni_nlen;
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178 | int uni_len;
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179 | unsigned uni_type;
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180 | char name_buffer[128];
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181 |
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182 | glGetActiveUniform( m_name.get_value(), i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer );
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183 |
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184 | string name( name_buffer, size_t(uni_nlen) );
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185 |
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186 | // skip built-ins
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187 | if ( name.substr(0,3) == "gl_" ) continue;
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188 |
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189 | int uni_loc = glGetUniformLocation( m_name.get_value(), name.c_str() );
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190 | datatype utype = gl_enum_to_datatype( uni_type );
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191 |
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192 | // check for array
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193 | string::size_type arrchar = name.find('[');
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194 | if ( arrchar != string::npos )
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195 | {
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196 | name = name.substr( 0, arrchar );
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197 | }
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198 |
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199 | uniform_base* u = create_uniform( utype, name, uni_loc, uni_len );
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200 | NV_ASSERT( u, "Unknown uniform type!" );
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201 | m_uniform_map[ name ] = u;
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202 | }
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203 |
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204 | apply_link_engine_uniforms();
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205 | bind_engine_uniforms();
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206 | }
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207 |
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208 | void gl_program::update_uniforms()
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209 | {
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210 | for ( uniform_map::iterator i = m_uniform_map.begin(); i != m_uniform_map.end(); ++i )
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211 | {
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212 | uniform_base* ubase = i->second;
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213 | if ( ubase->is_dirty() )
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214 | {
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215 | int uloc = ubase->get_location();
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216 | switch( ubase->get_type() )
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217 | {
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218 | case FLOAT : glUniform1fv( uloc, ubase->get_length(), ((uniform< enum_to_type< FLOAT >::type >*)( ubase ))->get_value() ); break;
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219 | case INT : glUniform1iv( uloc, ubase->get_length(), ((uniform< enum_to_type< INT >::type >*)( ubase ))->get_value() ); break;
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220 | case FLOAT_VECTOR_2 : glUniform2fv( uloc, ubase->get_length(), (GLfloat*)((uniform< enum_to_type< FLOAT_VECTOR_2 >::type >*)( ubase ))->get_value()); break;
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221 | case FLOAT_VECTOR_3 : glUniform3fv( uloc, ubase->get_length(), (GLfloat*)((uniform< enum_to_type< FLOAT_VECTOR_3 >::type >*)( ubase ))->get_value()); break;
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222 | case FLOAT_VECTOR_4 : glUniform4fv( uloc, ubase->get_length(), (GLfloat*)((uniform< enum_to_type< FLOAT_VECTOR_4 >::type >*)( ubase ))->get_value()); break;
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223 | case INT_VECTOR_2 : glUniform2iv( uloc, ubase->get_length(), (GLint*)((uniform< enum_to_type< INT_VECTOR_2 >::type >*)( ubase ))->get_value()); break;
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224 | case INT_VECTOR_3 : glUniform3iv( uloc, ubase->get_length(), (GLint*)((uniform< enum_to_type< INT_VECTOR_3 >::type >*)( ubase ))->get_value()); break;
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225 | case INT_VECTOR_4 : glUniform4iv( uloc, ubase->get_length(), (GLint*)((uniform< enum_to_type< INT_VECTOR_4 >::type >*)( ubase ))->get_value()); break;
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226 | case FLOAT_MATRIX_2 : glUniformMatrix2fv( uloc, ubase->get_length(), GL_FALSE, (GLfloat*)((uniform< enum_to_type< FLOAT_MATRIX_2 >::type >*)( ubase ))->get_value()); break;
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227 | case FLOAT_MATRIX_3 : glUniformMatrix3fv( uloc, ubase->get_length(), GL_FALSE, (GLfloat*)((uniform< enum_to_type< FLOAT_MATRIX_3 >::type >*)( ubase ))->get_value()); break;
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228 | case FLOAT_MATRIX_4 : glUniformMatrix4fv( uloc, ubase->get_length(), GL_FALSE, (GLfloat*)((uniform< enum_to_type< FLOAT_MATRIX_4 >::type >*)( ubase ))->get_value()); break;
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229 | default : break; // error?
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230 | }
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231 | ubase->clean();
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232 | }
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233 | }
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234 |
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235 | }
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236 |
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237 |
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238 | bool gl_program::validate()
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239 | {
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240 | const uint32 buffer_size = 2048;
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241 | char buffer[ buffer_size ] = { 0 };
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242 | int length;
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243 | int status;
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244 |
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245 | glGetProgramiv( m_name.get_value(), GL_LINK_STATUS, &status );
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246 | glGetProgramInfoLog( m_name.get_value(), buffer_size, &length, buffer );
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247 |
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248 | NV_LOG( LOG_INFO, "Program #" << m_name.get_value() << (status == GL_FALSE ? " failed to compile!" : " compiled successfully.") );
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249 |
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250 | if ( length > 0 )
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251 | {
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252 | NV_LOG( LOG_INFO, "Program #" << m_name.get_value() << " log: " << buffer );
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253 | }
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254 |
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255 | if ( status == GL_FALSE )
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256 | {
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257 | return false;
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258 | }
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259 |
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260 | glValidateProgram( m_name.get_value() );
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261 | glGetProgramiv( m_name.get_value(), GL_VALIDATE_STATUS, &status );
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262 |
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263 | if ( status == GL_FALSE )
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264 | {
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265 | glGetProgramInfoLog( m_name.get_value(), buffer_size, &length, buffer );
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266 | NV_LOG( LOG_ERROR, "Program #" << m_name.get_value() << " validation error : " << buffer );
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267 | return false;
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268 | }
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269 | return true;
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270 | }
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271 |
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272 |
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