mirror of
https://github.com/TomHarte/CLK.git
synced 2024-12-23 20:29:42 +00:00
Filled in shader class.
This commit is contained in:
parent
4d0a218a57
commit
3a9ea66f8b
@ -212,6 +212,7 @@ class CRT {
|
||||
ColourSpace _colour_space;
|
||||
unsigned int _colour_cycle_numerator;
|
||||
unsigned int _colour_cycle_denominator;
|
||||
OutputDevice _output_device;
|
||||
|
||||
// properties directly derived from there
|
||||
unsigned int _hsync_error_window; // the permitted window around the expected sync position in which a sync pulse will be recognised; calculated once at init
|
||||
|
@ -11,12 +11,12 @@
|
||||
|
||||
#include "OpenGL.hpp"
|
||||
#include "TextureTarget.hpp"
|
||||
#include "Shader.hpp"
|
||||
|
||||
using namespace Outputs;
|
||||
|
||||
struct CRT::OpenGLState {
|
||||
GLuint vertexShader, fragmentShader;
|
||||
GLuint shaderProgram;
|
||||
OpenGL::Shader *shaderProgram;
|
||||
GLuint arrayBuffer, vertexArray;
|
||||
|
||||
GLint positionAttribute;
|
||||
@ -35,31 +35,11 @@ struct CRT::OpenGLState {
|
||||
OpenGL::TextureTarget *colourTexture;
|
||||
OpenGL::TextureTarget *filteredTexture;
|
||||
|
||||
GLuint compile_shader(const char *source, GLenum type)
|
||||
OpenGLState() : shaderProgram(nullptr) {}
|
||||
~OpenGLState()
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
return shader;
|
||||
delete shaderProgram;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
static GLenum formatForDepth(unsigned int depth)
|
||||
@ -74,7 +54,6 @@ static GLenum formatForDepth(unsigned int depth)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CRT::construct_openGL()
|
||||
{
|
||||
_openGL_state = nullptr;
|
||||
@ -303,32 +282,20 @@ void CRT::prepare_shader()
|
||||
char *vertex_shader = get_vertex_shader();
|
||||
char *fragment_shader = get_fragment_shader();
|
||||
|
||||
_openGL_state->shaderProgram = glCreateProgram();
|
||||
_openGL_state->vertexShader = _openGL_state->compile_shader(vertex_shader, GL_VERTEX_SHADER);
|
||||
_openGL_state->fragmentShader = _openGL_state->compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
|
||||
_openGL_state->shaderProgram = new OpenGL::Shader(vertex_shader, fragment_shader);
|
||||
_openGL_state->shaderProgram->bind();
|
||||
|
||||
delete vertex_shader;
|
||||
delete fragment_shader;
|
||||
_openGL_state->positionAttribute = _openGL_state->shaderProgram->get_attrib_location("position");
|
||||
_openGL_state->textureCoordinatesAttribute = _openGL_state->shaderProgram->get_attrib_location("srcCoordinates");
|
||||
_openGL_state->lateralAttribute = _openGL_state->shaderProgram->get_attrib_location("lateral");
|
||||
_openGL_state->alphaUniform = _openGL_state->shaderProgram->get_uniform_location("alpha");
|
||||
_openGL_state->textureSizeUniform = _openGL_state->shaderProgram->get_uniform_location("textureSize");
|
||||
_openGL_state->windowSizeUniform = _openGL_state->shaderProgram->get_uniform_location("windowSize");
|
||||
_openGL_state->boundsSizeUniform = _openGL_state->shaderProgram->get_uniform_location("boundsSize");
|
||||
_openGL_state->boundsOriginUniform = _openGL_state->shaderProgram->get_uniform_location("boundsOrigin");
|
||||
|
||||
glAttachShader(_openGL_state->shaderProgram, _openGL_state->vertexShader);
|
||||
glAttachShader(_openGL_state->shaderProgram, _openGL_state->fragmentShader);
|
||||
glLinkProgram(_openGL_state->shaderProgram);
|
||||
|
||||
glUseProgram(_openGL_state->shaderProgram);
|
||||
|
||||
_openGL_state->positionAttribute = glGetAttribLocation(_openGL_state->shaderProgram, "position");
|
||||
_openGL_state->textureCoordinatesAttribute = glGetAttribLocation(_openGL_state->shaderProgram, "srcCoordinates");
|
||||
_openGL_state->lateralAttribute = glGetAttribLocation(_openGL_state->shaderProgram, "lateral");
|
||||
_openGL_state->alphaUniform = glGetUniformLocation(_openGL_state->shaderProgram, "alpha");
|
||||
_openGL_state->textureSizeUniform = glGetUniformLocation(_openGL_state->shaderProgram, "textureSize");
|
||||
_openGL_state->windowSizeUniform = glGetUniformLocation(_openGL_state->shaderProgram, "windowSize");
|
||||
_openGL_state->boundsSizeUniform = glGetUniformLocation(_openGL_state->shaderProgram, "boundsSize");
|
||||
_openGL_state->boundsOriginUniform = glGetUniformLocation(_openGL_state->shaderProgram, "boundsOrigin");
|
||||
|
||||
GLint texIDUniform = glGetUniformLocation(_openGL_state->shaderProgram, "texID");
|
||||
GLint shadowMaskTexIDUniform = glGetUniformLocation(_openGL_state->shaderProgram, "shadowMaskTexID");
|
||||
|
||||
// [self pushSizeUniforms];
|
||||
GLint texIDUniform = _openGL_state->shaderProgram->get_uniform_location("texID");
|
||||
GLint shadowMaskTexIDUniform = _openGL_state->shaderProgram->get_uniform_location("shadowMaskTexID");
|
||||
|
||||
glUniform1i(texIDUniform, 0);
|
||||
glUniform1i(shadowMaskTexIDUniform, 1);
|
||||
@ -342,3 +309,7 @@ void CRT::prepare_shader()
|
||||
glVertexAttribPointer((GLuint)_openGL_state->textureCoordinatesAttribute, 2, GL_UNSIGNED_SHORT, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfTexCoord);
|
||||
glVertexAttribPointer((GLuint)_openGL_state->lateralAttribute, 1, GL_UNSIGNED_BYTE, GL_FALSE, vertexStride, (void *)kCRTVertexOffsetOfLateral);
|
||||
}
|
||||
|
||||
void CRT::set_output_device(OutputDevice output_device)
|
||||
{
|
||||
}
|
||||
|
@ -7,3 +7,64 @@
|
||||
//
|
||||
|
||||
#include "Shader.hpp"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
|
||||
using namespace OpenGL;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
Shader::Shader(const char *vertex_shader, const char *fragment_shader)
|
||||
{
|
||||
_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);
|
||||
glLinkProgram(_shader_program);
|
||||
}
|
||||
|
||||
Shader::~Shader()
|
||||
{
|
||||
glDeleteProgram(_shader_program);
|
||||
}
|
||||
|
||||
void Shader::bind()
|
||||
{
|
||||
glUseProgram(_shader_program);
|
||||
}
|
||||
|
||||
GLint Shader::get_attrib_location(const char *name)
|
||||
{
|
||||
return glGetAttribLocation(_shader_program, name);
|
||||
}
|
||||
|
||||
GLint Shader::get_uniform_location(const char *name)
|
||||
{
|
||||
return glGetUniformLocation(_shader_program, name);
|
||||
}
|
||||
|
@ -9,6 +9,8 @@
|
||||
#ifndef Shader_hpp
|
||||
#define Shader_hpp
|
||||
|
||||
#include "OpenGL.hpp"
|
||||
|
||||
namespace OpenGL {
|
||||
class Shader {
|
||||
public:
|
||||
@ -16,6 +18,12 @@ namespace OpenGL {
|
||||
~Shader();
|
||||
|
||||
void bind();
|
||||
GLint get_attrib_location(const char *name);
|
||||
GLint get_uniform_location(const char *name);
|
||||
|
||||
private:
|
||||
GLuint compile_shader(const char *source, GLenum type);
|
||||
GLuint _shader_program;
|
||||
};
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user