// // Shader.cpp // Clock Signal // // Created by Thomas Harte on 07/02/2016. // Copyright © 2016 Thomas Harte. All rights reserved. // #include "Shader.hpp" #include #include 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; } } 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... GLint Shader::location_for_bound_uniform(const GLchar *name) { bind(); return glGetUniformLocation(_shader_program, name); } void Shader::set_uniform(const GLchar *name, GLint value) { glUniform1i(location_for_bound_uniform(name), value); } void Shader::set_uniform(const GLchar *name, GLint value1, GLint value2) { glUniform2i(location_for_bound_uniform(name), value1, value2); } void Shader::set_uniform(const GLchar *name, GLint value1, GLint value2, GLint value3) { glUniform3i(location_for_bound_uniform(name), value1, value2, value3); } void Shader::set_uniform(const GLchar *name, GLint value1, GLint value2, GLint value3, GLint value4) { glUniform4i(location_for_bound_uniform(name), value1, value2, value3, value4); } void Shader::set_uniform(const GLchar *name, GLint size, GLsizei count, const GLint *values) { switch(size) { case 1: glUniform1iv(location_for_bound_uniform(name), count, values); break; case 2: glUniform2iv(location_for_bound_uniform(name), count, values); break; case 3: glUniform3iv(location_for_bound_uniform(name), count, values); break; case 4: glUniform4iv(location_for_bound_uniform(name), count, values); break; } } void Shader::set_uniform(const GLchar *name, GLfloat value) { glUniform1f(location_for_bound_uniform(name), value); } void Shader::set_uniform(const GLchar *name, GLfloat value1, GLfloat value2) { glUniform2f(location_for_bound_uniform(name), value1, value2); } void Shader::set_uniform(const GLchar *name, GLfloat value1, GLfloat value2, GLfloat value3) { glUniform3f(location_for_bound_uniform(name), value1, value2, value3); } void Shader::set_uniform(const GLchar *name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4) { glUniform4f(location_for_bound_uniform(name), value1, value2, value3, value4); } void Shader::set_uniform(const GLchar *name, GLint size, GLsizei count, const GLfloat *values) { switch(size) { case 1: glUniform1fv(location_for_bound_uniform(name), count, values); break; case 2: glUniform2fv(location_for_bound_uniform(name), count, values); break; case 3: glUniform3fv(location_for_bound_uniform(name), count, values); break; case 4: glUniform4fv(location_for_bound_uniform(name), count, values); break; } } void Shader::set_uniform(const GLchar *name, GLuint value) { glUniform1ui(location_for_bound_uniform(name), value); } void Shader::set_uniform(const GLchar *name, GLuint value1, GLuint value2) { glUniform2ui(location_for_bound_uniform(name), value1, value2); } void Shader::set_uniform(const GLchar *name, GLuint value1, GLuint value2, GLuint value3) { glUniform3ui(location_for_bound_uniform(name), value1, value2, value3); } void Shader::set_uniform(const GLchar *name, GLuint value1, GLuint value2, GLuint value3, GLuint value4) { glUniform4ui(location_for_bound_uniform(name), value1, value2, value3, value4); } void Shader::set_uniform(const GLchar *name, GLint size, GLsizei count, const GLuint *values) { switch(size) { case 1: glUniform1uiv(location_for_bound_uniform(name), count, values); break; case 2: glUniform2uiv(location_for_bound_uniform(name), count, values); break; case 3: glUniform3uiv(location_for_bound_uniform(name), count, values); break; case 4: glUniform4uiv(location_for_bound_uniform(name), count, values); break; } } void Shader::set_uniform_matrix(const GLchar *name, GLint size, bool transpose, const GLfloat *values) { set_uniform_matrix(name, size, 1, transpose, values); } void Shader::set_uniform_matrix(const GLchar *name, GLint size, GLsizei count, bool transpose, const GLfloat *values) { GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE; switch(size) { case 2: glUniformMatrix2fv(location_for_bound_uniform(name), count, glTranspose, values); break; case 3: glUniformMatrix3fv(location_for_bound_uniform(name), count, glTranspose, values); break; case 4: glUniformMatrix4fv(location_for_bound_uniform(name), count, glTranspose, values); break; } }