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Shader.cpp
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#include "StdAfx.h"
#include "Shader.h"
void Shader::init()
{
glewInit();
if (glewIsSupported("GL_VERSION_2_0"))
printf("Ready for OpenGL 2.0\n");
else {
printf("OpenGL 2.0 not supported\n");
exit(1);
}
currentProgName = "";
maxTexUnit = 0;
}
bool Shader::createProgram(const string& progName, const vector<string>& vertFileNameList, const vector<string>& fragFileNameList)
{
bool allSuccess = true;
if(progName == "")
return false;
vector<GLuint> vertShaderList(vertFileNameList.size());
vector<GLuint> fragShaderList(fragFileNameList.size());
GLuint progID = glCreateProgram();
progName2progID[progName] = progID;
for(unsigned i=0; i<vertShaderList.size(); i++)
{
vertShaderList[i] = glCreateShader(GL_VERTEX_SHADER);
char *src = textFileRead(vertFileNameList[i].c_str());
const char *src_const = src;
glShaderSource(vertShaderList[i], 1, &src_const, NULL);
free(src);
glCompileShader(vertShaderList[i]);
GLint success;
glGetShaderiv(vertShaderList[i], GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar errorLog[1024];
glGetShaderInfoLog(vertShaderList[i], sizeof(errorLog), NULL, errorLog);
printf("Error compiling %s: \n%s\n\n", vertFileNameList[i].c_str(), errorLog);
allSuccess = false;
goto ret;
}
glAttachShader(progID, vertShaderList[i]);
}
for(unsigned i=0; i<fragShaderList.size(); i++)
{
fragShaderList[i] = glCreateShader(GL_FRAGMENT_SHADER);
char *src = textFileRead(fragFileNameList[i].c_str());
const char *src_const = src;
glShaderSource(fragShaderList[i], 1, &src_const, NULL);
free(src);
glCompileShader(fragShaderList[i]);
GLint success;
glGetShaderiv(fragShaderList[i], GL_COMPILE_STATUS, &success);
if (!success)
{
GLchar errorLog[1024];
glGetShaderInfoLog(fragShaderList[i], sizeof(errorLog), NULL, errorLog);
printf("Error compiling %s:\n%s\n\n", fragFileNameList[i].c_str(), errorLog);
allSuccess = false;
goto ret;
}
glAttachShader(progID, fragShaderList[i]);
}
glLinkProgram(progID);
GLint linkSuccess;
glGetProgramiv(progID, GL_LINK_STATUS, &linkSuccess);
if (!linkSuccess)
{
GLchar errorLog[1024];
glGetProgramInfoLog(progID, sizeof(errorLog), NULL, errorLog);
printf("Error linking shader program %s:\n%s\n\n", progName.c_str(), errorLog);
goto ret;
}
ret:
for(unsigned i=0; i<vertShaderList.size(); i++)
{
if(vertShaderList[i])
glDeleteShader(vertShaderList[i]);
}
for(unsigned i=0; i<fragShaderList.size(); i++)
{
if(fragShaderList[i])
glDeleteShader(fragShaderList[i]);
}
if(!allSuccess)
deleteProgram(progName);
else
currentProgName = progName;
return allSuccess;
}
bool Shader::useProgram(const string& progName)
{
if(progName == "")
glUseProgram(0);
else
glUseProgram(progName2progID[progName]);
currentProgName = progName;
return true;
}
bool Shader::deleteProgram(const string& progName)
{
GLuint &progID = progName2progID[progName];
if(progID)
glDeleteProgram(progID);
progName2progID.erase(progName);
return true;
}
void Shader::setUniform(const string& progName, const string& varName, const int v)
{
glUniform1i(glGetUniformLocation(progName2progID[progName], varName.c_str()), v);
}
void Shader::setUniform(const string& progName, const string& varName, const float v)
{
glUniform1f(glGetUniformLocation(progName2progID[progName], varName.c_str()), v);
}
void Shader::setUniform(const string& progName, const string& varName, const vec2f& v)
{
glUniform2f(glGetUniformLocation(progName2progID[progName], varName.c_str()), v.x, v.y);
}
void Shader::setUniform(const string& progName, const string& varName, const vec3f& v)
{
glUniform3f(glGetUniformLocation(progName2progID[progName], varName.c_str()), v.x, v.y, v.z);
}
void Shader::setUniform(const string& progName, const string& varName, const vec4f& v)
{
glUniform4f(glGetUniformLocation(progName2progID[progName], varName.c_str()), v.x, v.y, v.z, v.w);
}
void Shader::setUniform(const string& progName, const string& varName, const matrix4<float>& v)
{
glUniformMatrix4fv(glGetUniformLocation(progName2progID[progName], varName.c_str()), 1, false, (GLfloat*)&v);
}
Shader::~Shader(void)
{
for(unordered_map<string, GLuint>::iterator it=progName2progID.begin(); it!=progName2progID.end(); it++)
glDeleteProgram(it->second);
}
void Shader::setTexArray1D(const string& varName, const vector<vec4f>& tex)
{
GLuint texID = 0;
glActiveTexture(GL_TEXTURE0+maxTexUnit);
glGenTextures(1, &texID);
texIDs.push_back(texID);
glBindTexture(GL_TEXTURE_1D, texID);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, tex.size(), 0, GL_RGBA, GL_FLOAT, tex.data());
setUniform(varName, int(maxTexUnit));
maxTexUnit++;
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE0+maxTexUnit);
}
void Shader::setTexArray2D(const string& varName, const vector<vec4f>& tex, int width)
{
if(tex.size() < width)
width = tex.size();
GLuint texID = 0;
glActiveTexture(GL_TEXTURE0+maxTexUnit);
glGenTextures(1, &texID);
texIDs.push_back(texID);
glBindTexture(GL_TEXTURE_2D, texID);
int height = ceil(tex.size() / float(width));
GLfloat *pixels = new GLfloat[width*height*4];
memcpy(pixels, tex.data(), tex.size()*sizeof(vec4f));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, pixels);
free(pixels);
setUniform(varName, int(maxTexUnit));
maxTexUnit++;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE0+maxTexUnit);
}
void Shader::setTexArray2D(const string& varName, const vector<vector<vec4f>>& tex)
{
GLfloat *pixels;
GLuint texID = 0;
glActiveTexture(GL_TEXTURE0+maxTexUnit);
glGenTextures(1, &texID);
texIDs.push_back(texID);
glBindTexture(GL_TEXTURE_2D, texID);
unsigned height = tex.size();
unsigned width = tex[0].size();
pixels = new GLfloat[width*height*4];
for(unsigned i=0; i<height; i++)
{
memcpy(pixels+i*width*4, tex[i].data(), width*sizeof(vec4f));
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, pixels);
free(pixels);
setUniform(varName, int(maxTexUnit));
maxTexUnit++;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE0+maxTexUnit);
}