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shader.cpp
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shader.cpp
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#include "shader.h"
#include "utils.h"
#include <cassert>
#include <sstream>
#include <fstream>
#include <iostream>
#include <cstring>
using std::string;
using std::ostream;
using std::stringstream;
using std::ifstream;
using std::pair;
using std::endl;
using std::strcpy;
void PrintWithLineNumbers(ostream & out, const string & str)
{
stringstream in(str);
int count = 0;
while (in && count < 10000)
{
count++;
string linestr;
getline(in, linestr);
stringstream countstream;
countstream << count;
string countstr = countstream.str();
out << countstr;
for (int i = 0; i < 5 - (int)countstr.size(); i++)
out << " ";
out << ": " << linestr << endl;
}
}
bool SHADER_GLSL::Load(const std::string & vertex_filename, const std::string & fragment_filename, const std::vector <std::string> & preprocessor_defines, std::ostream & info_output, std::ostream & error_output)
{
assert(GLEW_ARB_shading_language_100);
Unload();
string vertexshader_source = UTILS::LoadFileIntoString(vertex_filename, error_output);
string fragmentshader_source = UTILS::LoadFileIntoString(fragment_filename, error_output);
assert(!vertexshader_source.empty());
assert(!fragmentshader_source.empty());
//prepend #define values
for (std::vector <std::string>::const_iterator i = preprocessor_defines.begin(); i != preprocessor_defines.end(); ++i)
{
vertexshader_source = "#define " + *i + "\n" + vertexshader_source;
fragmentshader_source = "#define " + *i + "\n" + fragmentshader_source;
}
//prepend #version
vertexshader_source = "#version 120\n" + vertexshader_source;
fragmentshader_source = "#version 120\n" + fragmentshader_source;
//create shader objects
program = glCreateProgramObjectARB();
vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER);
fragment_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER);
//load shader sources
GLcharARB * vertshad = new GLcharARB[vertexshader_source.length()+1];
strcpy(vertshad, vertexshader_source.c_str());
const GLcharARB * vertshad2 = vertshad;
glShaderSource(vertex_shader, 1, &vertshad2, NULL);
delete [] vertshad;
GLcharARB * fragshad = new GLcharARB[fragmentshader_source.length()+1];
strcpy(fragshad, fragmentshader_source.c_str());
const GLcharARB * fragshad2 = fragshad;
glShaderSource(fragment_shader, 1, &fragshad2, NULL);
delete [] fragshad;
//compile the shaders
GLint vertex_compiled(0);
GLint fragment_compiled(0);
glCompileShader(vertex_shader);
PrintShaderLog(vertex_shader, vertex_filename, info_output);
glCompileShader(fragment_shader);
PrintShaderLog(fragment_shader, fragment_filename, info_output);
glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &vertex_compiled);
glGetObjectParameterivARB(fragment_shader, GL_OBJECT_COMPILE_STATUS_ARB, &fragment_compiled);
//attach shader objects to the program object
glAttachObjectARB(program, vertex_shader);
glAttachObjectARB(program, fragment_shader);
//link the program
glLinkProgram(program);
GLint program_linked(0);
glGetProgramiv(program, GL_LINK_STATUS, &program_linked);
const bool success = (vertex_compiled && fragment_compiled && program_linked);
//spit out any error info
PrintProgramLog(program, vertex_filename + " and " + fragment_filename, info_output);
if (!success)
{
error_output << "Shader compilation failure: " + vertex_filename + " and " + fragment_filename << endl << endl;
error_output << "Vertex shader:" << endl;
PrintWithLineNumbers(error_output, vertexshader_source);
error_output << endl;
error_output << "Fragment shader:" << endl;
PrintWithLineNumbers(error_output, fragmentshader_source);
error_output << endl;
}
else
{
//need to enable to be able to set passed variable info
glUseProgramObjectARB(program);
//set passed variable information for tus
for (int i = 0; i < 16; i++)
{
stringstream tustring;
tustring << "tu" << i;
int tu_loc;
tu_loc = glGetUniformLocation(program, (tustring.str()+"_2D").c_str());
if (tu_loc >= 0) glUniform1i(tu_loc, i);
tu_loc = glGetUniformLocation(program, (tustring.str()+"_2DRect").c_str());
if (tu_loc >= 0) glUniform1i(tu_loc, i);
tu_loc = glGetUniformLocation(program, (tustring.str()+"_cube").c_str());
if (tu_loc >= 0)
{
glUniform1i(tu_loc, i);
}
}
}
loaded = success;
return success;
}
void SHADER_GLSL::Unload()
{
if (loaded) glDeleteObjectARB(program);
loaded = false;
}
void SHADER_GLSL::Enable()
{
assert(loaded);
glUseProgramObjectARB(program);
}
bool SHADER_GLSL::UploadMat16(const string & varname, float * mat16)
{
Enable();
int mat_loc = glGetUniformLocation(program, varname.c_str());
if (mat_loc >= 0) glUniformMatrix4fv(mat_loc, 1, GL_FALSE, mat16);
return (mat_loc >= 0);
}
///returns true on successful upload
bool SHADER_GLSL::UploadActiveShaderParameter1i(const string & param, int val)
{
Enable();
int loc = glGetUniformLocation(program, param.c_str());
if (loc >= 0) glUniform1i(loc, val);
return (loc >= 0);
}
///returns true on successful upload
bool SHADER_GLSL::UploadActiveShaderParameter1f(const string & param, float val)
{
Enable();
int loc = glGetUniformLocation(program, param.c_str());
if (loc >= 0) glUniform1f(loc, val);
return (loc >= 0);
}
///returns true on successful upload
bool SHADER_GLSL::UploadActiveShaderParameter3f(const std::string & param, float val1, float val2, float val3)
{
Enable();
int loc = glGetUniformLocation(program, param.c_str());
if (loc >= 0) glUniform3f(loc, val1, val2, val3);
return (loc >= 0);
}
///query the card for the shader program link log and print it out
void SHADER_GLSL::PrintProgramLog(GLhandleARB & program, const std::string & name, std::ostream & out)
{
const unsigned int logsize = 65536;
char shaderlog[logsize];
GLsizei loglength;
glGetInfoLogARB(program, logsize, &loglength, shaderlog);
if (loglength > 0)
{
out << "----- Start Shader Link Log for " + name + " -----" << endl;
out << shaderlog << endl;
out << "----- End Shader Link Log -----" << endl;
}
}
///query the card for the shader compile log and print it out
void SHADER_GLSL::PrintShaderLog(GLhandleARB & shader, const std::string & name, std::ostream & out)
{
const unsigned int logsize = 65536;
char shaderlog[logsize];
GLsizei loglength;
glGetInfoLogARB(shader, logsize, &loglength, shaderlog);
if (loglength > 0)
{
out << "----- Start Shader Compile Log for " + name + " -----" << endl;
out << shaderlog << endl;
out << "----- End Shader Compile Log -----" << endl;
}
}