// // shader.h // J // // Created by Joshua Moerman on 7/01/11. // Copyright 2011 Vadovas. All rights reserved. // #ifndef SHADER_H #define SHADER_H #include #include #include #include #include #import "basic.h" // TODO: do glValidateProgram, like in the OpenGL template (see bottom) // TODO: add error checking at set_uniforms? // TODO: use an uniform map? (benchmark first!) // TODO: allow arrays is uniforms (now all counts are 1) namespace J { enum { ATTRIB_VERTEX, ATTRIB_COLOR, NUM_ATTRIBUTES }; class shader { // NOTE: it could be hardcoded to use vertex_shader and fragment_shader. typedef std::map ShaderMap; GLuint program; ShaderMap shaders; public: // *********** // constructor shader(std::string vertex_shader_filename, std::string fragment_shader_filename) : program(0), shaders() { program = glCreateProgram(); if(program == 0) { throw std::runtime_error("Program couldn't be created"); } { // vertex shader // NOTE: C++03 mandates .c_str(), ugly, nothing to do about it... std::ifstream vertex_shader(vertex_shader_filename.c_str()); if(!vertex_shader) throw std::runtime_error(vertex_shader_filename + " couldn't be opened"); compile_shader(vertex_shader, GL_VERTEX_SHADER); } { // fragment shader std::ifstream fragment_shader(fragment_shader_filename.c_str()); if(!fragment_shader) throw std::runtime_error(fragment_shader_filename + " couldn't be opened"); compile_shader(fragment_shader, GL_FRAGMENT_SHADER); } { // TODO: think of a nice way to implement this // Bind attribute locations. // This needs to be done prior to linking. glBindAttribLocation(program, ATTRIB_VERTEX, "position"); glBindAttribLocation(program, ATTRIB_COLOR, "color"); } link_program(); check_error(); } ~shader(){ begin(); for(ShaderMap::const_iterator i = shaders.begin(); i != shaders.end(); ++i){ ShaderMap::value_type const & it = *i; GLuint shader = it.second; glDetachShader(program, shader); glDeleteShader(shader); // NOTE: If a shader object to be deleted is attached to a program object, it will be flagged for deletion, but it will not be deleted until it is no longer attached to any program object } end(); glDeleteProgram(program); } // ***** // usage void begin() { glUseProgram(program); } void end() { glUseProgram(0); } // *************** // uniform setters // float vectors (multiple values) void set_uniform(char const* name, float x) const { glUniform1f(glGetUniformLocation(program, name), x); } void set_uniform(char const* name, float x, float y) const { glUniform2f(glGetUniformLocation(program, name), x, y); } void set_uniform(char const* name, float x, float y, float z) const { glUniform3f(glGetUniformLocation(program, name), x, y, z); } void set_uniform(char const* name, float x, float y, float z, float w) const { glUniform4f(glGetUniformLocation(program, name), x, y, z, w); } // integer vectors (multiple values) void set_uniform(char const* name, int x) const { glUniform1i(glGetUniformLocation(program, name), x); } void set_uniform(char const* name, int x, int y) const { glUniform2i(glGetUniformLocation(program, name), x, y); } void set_uniform(char const* name, int x, int y, int z) const { glUniform3i(glGetUniformLocation(program, name), x, y, z); } void set_uniform(char const* name, int x, int y, int z, int w) const { glUniform4i(glGetUniformLocation(program, name), x, y, z, w); } // Float vectors (array) void set_uniform(char const* name, const GLfloat (&value)[4]) const { glUniform4fv(glGetUniformLocation(program, name), 1, value); } void set_uniform(char const* name, const GLfloat (&value)[3]) const { glUniform3fv(glGetUniformLocation(program, name), 1, value); } void set_uniform(char const* name, const GLfloat (&value)[2]) const { glUniform2fv(glGetUniformLocation(program, name), 1, value); } void set_uniform(char const* name, const GLfloat (&value)[1]) const { glUniform1fv(glGetUniformLocation(program, name), 1, value); } // Integer vectors (array) void set_uniform(char const* name, const GLint (&value)[4]) const { glUniform4iv(glGetUniformLocation(program, name), 1, value); } void set_uniform(char const* name, const GLint (&value)[3]) const { glUniform3iv(glGetUniformLocation(program, name), 1, value); } void set_uniform(char const* name, const GLint (&value)[2]) const { glUniform2iv(glGetUniformLocation(program, name), 1, value); } void set_uniform(char const* name, const GLint (&value)[1]) const { glUniform1iv(glGetUniformLocation(program, name), 1, value); } // matrices (in ES2 only square matrices) void set_uniform(char const* name, const GLfloat (&value)[16], GLboolean trans = GL_FALSE) const { glUniformMatrix4fv(glGetUniformLocation(program, name), 1, trans, value); } void set_uniform(char const* name, const GLfloat (&value)[9], GLboolean trans = GL_FALSE) const { glUniformMatrix3fv(glGetUniformLocation(program, name), 1, trans, value); } void set_uniform(char const* name, const GLfloat (&value)[4], GLboolean trans = GL_FALSE) const { glUniformMatrix2fv(glGetUniformLocation(program, name), 1, trans, value); } // textures (see todo above) void set_texture(const char* name, GLenum target, GLuint tex, int textureLocation, GLenum filter = GL_LINEAR) const { glActiveTexture(GL_TEXTURE0 + textureLocation); glBindTexture(target, tex); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); set_uniform(name, textureLocation); } // ********* // validator void validate() { #if defined(DEBUG) GLint status; glValidateProgram(program); glGetProgramiv(program, GL_VALIDATE_STATUS, &status); if(status == GL_FALSE){ std::cerr << "validator reports:" << std::endl; show_log(); throw std::runtime_error("Program not valid"); } #endif } private: // ******************* // compiling / linking void compile_shader(std::istream& file, GLenum type) { // get the c-string, the shortest way (not fastest) std::string buffer((std::istreambuf_iterator(file)), std::istreambuf_iterator()); const char* sptr = buffer.c_str(); int ssize = buffer.size(); // create and compile shader GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &sptr, &ssize); glCompileShader(shader); check_compile_status(shader, buffer); // put it in tha map shaders[type] = shader; } void link_program() { // attach all shaders for(ShaderMap::const_iterator i = shaders.begin(); i != shaders.end(); ++i){ ShaderMap::value_type const & it = *i; GLuint shader = it.second; glAttachShader(program, shader); } // link glLinkProgram(program); check_link_status(); } // *************** // status checking void check_compile_status(GLint shader, std::string source = "") { #if defined(DEBUG) GLint status = GL_FALSE; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if(status == GL_FALSE || shader == 0) { std::cerr << "source:\n" << source << std::endl; std::cerr << "shader reports:" << std::endl; show_log(); throw std::runtime_error("Shader failed to compile"); } #endif } void check_link_status() { #if defined(DEBUG) GLint status; glGetProgramiv(program, GL_LINK_STATUS, &status); if(status == GL_FALSE) { std::cerr << "linker reports:" << std::endl; show_log(); throw std::runtime_error("Shader failed to link"); } #endif } void show_log(std::ostream& out = std::cerr) { GLsizei infoLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLength); char* infoBuffer = new GLchar[infoLength]; glGetProgramInfoLog(program, infoLength, &infoLength, infoBuffer); out << infoBuffer << std::endl; delete [] infoBuffer; } }; } // namespace J #endif // SHADER_H