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CLK/Outputs/CRT/Internals/Shaders/Shader.cpp

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//
// Shader.cpp
// Clock Signal
//
// Created by Thomas Harte on 07/02/2016.
// Copyright © 2016 Thomas Harte. All rights reserved.
//
#include "Shader.hpp"
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#include <stdio.h>
using namespace OpenGL;
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namespace {
Shader *bound_shader = nullptr;
}
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GLuint Shader::compile_shader(const std::string &source, GLenum type) {
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GLuint shader = glCreateShader(type);
const char *c_str = source.c_str();
glShaderSource(shader, 1, &c_str, NULL);
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glCompileShader(shader);
#ifdef DEBUG
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GLint isCompiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
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if(isCompiled == GL_FALSE) {
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GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if(logLength > 0) {
GLchar *log = new GLchar[logLength];
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glGetShaderInfoLog(shader, logLength, &logLength, log);
printf("Compile log:\n%s\n", log);
delete[] log;
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}
throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
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}
#endif
return shader;
}
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Shader::Shader(const std::string &vertex_shader, const std::string &fragment_shader, const AttributeBinding *attribute_bindings) {
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shader_program_ = glCreateProgram();
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GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
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glAttachShader(shader_program_, vertex);
glAttachShader(shader_program_, fragment);
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if(attribute_bindings) {
while(attribute_bindings->name) {
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glBindAttribLocation(shader_program_, attribute_bindings->index, attribute_bindings->name);
attribute_bindings++;
}
}
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glLinkProgram(shader_program_);
#ifdef DEBUG
GLint didLink = 0;
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glGetProgramiv(shader_program_, GL_LINK_STATUS, &didLink);
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if(didLink == GL_FALSE) {
GLint logLength;
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glGetProgramiv(shader_program_, GL_INFO_LOG_LENGTH, &logLength);
if(logLength > 0) {
GLchar *log = new GLchar[logLength];
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glGetProgramInfoLog(shader_program_, logLength, &logLength, log);
printf("Link log:\n%s\n", log);
delete[] log;
}
throw ProgramLinkageError;
}
#endif
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}
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Shader::~Shader() {
if(bound_shader == this) Shader::unbind();
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glDeleteProgram(shader_program_);
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}
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void Shader::bind() {
if(bound_shader != this) {
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glUseProgram(shader_program_);
bound_shader = this;
}
flush_functions();
}
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void Shader::unbind() {
bound_shader = nullptr;
glUseProgram(0);
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}
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GLint Shader::get_attrib_location(const GLchar *name) {
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return glGetAttribLocation(shader_program_, name);
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}
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GLint Shader::get_uniform_location(const GLchar *name) {
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return glGetUniformLocation(shader_program_, name);
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}
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void Shader::enable_vertex_attribute_with_pointer(const char *name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor) {
GLint location = get_attrib_location(name);
glEnableVertexAttribArray((GLuint)location);
glVertexAttribPointer((GLuint)location, size, type, normalised, stride, pointer);
glVertexAttribDivisor((GLuint)location, divisor);
}
// The various set_uniforms...
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#define location() glGetUniformLocation(shader_program_, name.c_str())
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void Shader::set_uniform(const std::string &name, GLint value) {
enqueue_function([name, value, this] {
glUniform1i(location(), value);
});
}
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void Shader::set_uniform(const std::string &name, GLuint value) {
enqueue_function([name, value, this] {
glUniform1ui(location(), value);
});
}
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void Shader::set_uniform(const std::string &name, GLfloat value) {
enqueue_function([name, value, this] {
glUniform1f(location(), value);
});
}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2) {
enqueue_function([name, value1, value2, this] {
glUniform2i(location(), value1, value2);
});
}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2) {
enqueue_function([name, value1, value2, this] {
GLint location = location();
glUniform2f(location, value1, value2);
});
}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2) {
enqueue_function([name, value1, value2, this] {
glUniform2ui(location(), value1, value2);
});
}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3) {
enqueue_function([name, value1, value2, value3, this] {
glUniform3i(location(), value1, value2, value3);
});
}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3) {
enqueue_function([name, value1, value2, value3, this] {
glUniform3f(location(), value1, value2, value3);
});
}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3) {
enqueue_function([name, value1, value2, value3, this] {
glUniform3ui(location(), value1, value2, value3);
});
}
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void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3, GLint value4) {
enqueue_function([name, value1, value2, value3, value4, this] {
glUniform4i(location(), value1, value2, value3, value4);
});
}
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void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4) {
enqueue_function([name, value1, value2, value3, value4, this] {
glUniform4f(location(), value1, value2, value3, value4);
});
}
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void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3, GLuint value4) {
enqueue_function([name, value1, value2, value3, value4, this] {
glUniform4ui(location(), value1, value2, value3, value4);
});
}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values) {
size_t number_of_values = (size_t)count * (size_t)size;
GLint *values_copy = new GLint[number_of_values];
memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values);
enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
case 1: glUniform1iv(location(), count, values_copy); break;
case 2: glUniform2iv(location(), count, values_copy); break;
case 3: glUniform3iv(location(), count, values_copy); break;
case 4: glUniform4iv(location(), count, values_copy); break;
}
delete[] values_copy;
});
}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values) {
size_t number_of_values = (size_t)count * (size_t)size;
GLfloat *values_copy = new GLfloat[number_of_values];
memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values);
enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
case 1: glUniform1fv(location(), count, values_copy); break;
case 2: glUniform2fv(location(), count, values_copy); break;
case 3: glUniform3fv(location(), count, values_copy); break;
case 4: glUniform4fv(location(), count, values_copy); break;
}
delete[] values_copy;
});
}
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void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values) {
size_t number_of_values = (size_t)count * (size_t)size;
GLuint *values_copy = new GLuint[number_of_values];
memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values);
enqueue_function([name, size, count, values_copy, this] {
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switch(size) {
case 1: glUniform1uiv(location(), count, values_copy); break;
case 2: glUniform2uiv(location(), count, values_copy); break;
case 3: glUniform3uiv(location(), count, values_copy); break;
case 4: glUniform4uiv(location(), count, values_copy); break;
}
delete[] values_copy;
});
}
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void Shader::set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values) {
set_uniform_matrix(name, size, 1, transpose, values);
}
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void Shader::set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values) {
size_t number_of_values = (size_t)count * (size_t)size * (size_t)size;
GLfloat *values_copy = new GLfloat[number_of_values];
memcpy(values_copy, values, sizeof(*values) * number_of_values);
enqueue_function([name, size, count, transpose, values_copy, this] {
GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE;
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switch(size) {
case 2: glUniformMatrix2fv(location(), count, glTranspose, values_copy); break;
case 3: glUniformMatrix3fv(location(), count, glTranspose, values_copy); break;
case 4: glUniformMatrix4fv(location(), count, glTranspose, values_copy); break;
}
delete[] values_copy;
});
}
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void Shader::enqueue_function(std::function<void(void)> function) {
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std::lock_guard<std::mutex> function_guard(function_mutex_);
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enqueued_functions_.push_back(function);
}
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void Shader::flush_functions() {
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std::lock_guard<std::mutex> function_guard(function_mutex_);
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for(std::function<void(void)> function : enqueued_functions_) {
function();
}
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enqueued_functions_.clear();
}