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CLK/Outputs/CRT/Internals/Shaders/Shader.cpp
2016-05-15 15:19:52 -04:00

309 lines
8.5 KiB
C++

//
// Shader.cpp
// Clock Signal
//
// Created by Thomas Harte on 07/02/2016.
// Copyright © 2016 Thomas Harte. All rights reserved.
//
#include "Shader.hpp"
#include <stdlib.h>
#include <stdio.h>
using namespace OpenGL;
namespace {
Shader *bound_shader = nullptr;
}
GLuint Shader::compile_shader(const char *source, GLenum type)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
#if defined(DEBUG)
GLint isCompiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled);
if(isCompiled == GL_FALSE)
{
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if(logLength > 0) {
GLchar *log = (GLchar *)malloc((size_t)logLength);
glGetShaderInfoLog(shader, logLength, &logLength, log);
printf("Compile log:\n%s\n", log);
free(log);
}
throw (type == GL_VERTEX_SHADER) ? VertexShaderCompilationError : FragmentShaderCompilationError;
}
#endif
return shader;
}
Shader::Shader(const char *vertex_shader, const char *fragment_shader, const AttributeBinding *attribute_bindings)
{
_shader_program = glCreateProgram();
GLuint vertex = compile_shader(vertex_shader, GL_VERTEX_SHADER);
GLuint fragment = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
glAttachShader(_shader_program, vertex);
glAttachShader(_shader_program, fragment);
if(attribute_bindings)
{
while(attribute_bindings->name)
{
glBindAttribLocation(_shader_program, attribute_bindings->index, attribute_bindings->name);
attribute_bindings++;
}
}
glLinkProgram(_shader_program);
#if defined(DEBUG)
GLint didLink = 0;
glGetProgramiv(_shader_program, GL_LINK_STATUS, &didLink);
if(didLink == GL_FALSE)
{
GLint logLength;
glGetProgramiv(_shader_program, GL_INFO_LOG_LENGTH, &logLength);
if(logLength > 0) {
GLchar *log = (GLchar *)malloc((size_t)logLength);
glGetProgramInfoLog(_shader_program, logLength, &logLength, log);
printf("Link log:\n%s\n", log);
free(log);
}
throw ProgramLinkageError;
}
#endif
}
Shader::~Shader()
{
if(bound_shader == this) Shader::unbind();
glDeleteProgram(_shader_program);
}
void Shader::bind()
{
if(bound_shader != this)
{
glUseProgram(_shader_program);
bound_shader = this;
}
flush_functions();
}
void Shader::unbind()
{
bound_shader = nullptr;
glUseProgram(0);
}
GLint Shader::get_attrib_location(const GLchar *name)
{
return glGetAttribLocation(_shader_program, name);
}
GLint Shader::get_uniform_location(const GLchar *name)
{
return glGetUniformLocation(_shader_program, name);
}
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...
#define location() glGetUniformLocation(_shader_program, name.c_str())
void Shader::set_uniform(const std::string &name, GLint value)
{
enqueue_function([name, value, this] {
glUniform1i(location(), value);
});
}
void Shader::set_uniform(const std::string &name, GLuint value)
{
enqueue_function([name, value, this] {
glUniform1ui(location(), value);
});
}
void Shader::set_uniform(const std::string &name, GLfloat value)
{
enqueue_function([name, value, this] {
glUniform1f(location(), value);
});
}
void Shader::set_uniform(const std::string &name, GLint value1, GLint value2)
{
enqueue_function([name, value1, value2, this] {
glUniform2i(location(), value1, value2);
});
}
void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2)
{
enqueue_function([name, value1, value2, this] {
glUniform2f(location(), value1, value2);
});
}
void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2)
{
enqueue_function([name, value1, value2, this] {
glUniform2ui(location(), value1, value2);
});
}
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);
});
}
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);
});
}
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);
});
}
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);
});
}
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);
});
}
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);
});
}
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] {
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;
});
}
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] {
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;
});
}
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] {
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;
});
}
void Shader::set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values)
{
set_uniform_matrix(name, size, 1, transpose, values);
}
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;
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;
});
}
void Shader::enqueue_function(std::function<void(void)> function)
{
_function_mutex.lock();
_enqueued_functions.push_back(function);
_function_mutex.unlock();
}
void Shader::flush_functions()
{
_function_mutex.lock();
for(std::function<void(void)> function : _enqueued_functions)
{
function();
}
_enqueued_functions.clear();
_function_mutex.unlock();
}