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#include "ShaderProgram.h"
#include "../client/human/GGHumanClientApp.h"
#include "../util/Logger.h"
namespace {
void CHECK_ERROR(const char* fn, const char* e) {
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
const char* error_msg = "";
switch(error) {
case GL_INVALID_ENUM: error_msg = "invalid enumerant"; break;
case GL_INVALID_VALUE: error_msg = "invalid value"; break;
case GL_INVALID_OPERATION: error_msg = "invalid operation"; break;
}
ErrorLogger() << fn << " () :"
<< " GL error on " << e << ": "
<< "'" << error_msg << "'";
}
}
void GetShaderLog(GLuint shader, std::string& log) {
log.clear();
GLint logSize;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logSize);
CHECK_ERROR("GetShaderLog", "glGetShaderiv(GL_INFO_LOG_LENGTH)");
if (0 < logSize) {
log.resize(logSize, '\0');
GLsizei chars;
glGetShaderInfoLog(shader, logSize, &chars, log.data());
CHECK_ERROR("GetShaderLog", "glGetShaderInfoLog()");
}
}
void GetProgramLog(GLuint program, std::string& log) {
log.clear();
GLint logSize;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logSize);
CHECK_ERROR("GetProgramLog", "glGetProgramiv(GL_INFO_LOG_LENGTH)");
if (0 < logSize) {
log.resize(logSize, '\0');
GLsizei chars;
glGetProgramInfoLog(program, logSize, &chars, log.data());
CHECK_ERROR("GetProgramLog", "glGetProgramInfoLog()");
}
}
}
ShaderProgram::ShaderProgram(const std::string& vertex_shader, const std::string& fragment_shader) :
m_program_id(0),
m_vertex_shader_id(0),
m_fragment_shader_id(0),
m_link_succeeded(false),
m_program_log(),
m_program_validity_log(),
m_vertex_shader_log(),
m_fragment_shader_log()
{
glGetError();
m_program_id = glCreateProgram();
const char* strings[1] = { nullptr };
if (!vertex_shader.empty()) {
m_vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glCreateShader(GL_VERTEX_SHADER)");
strings[0] = vertex_shader.c_str();
glShaderSource(m_vertex_shader_id, 1, strings, nullptr);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glShaderSource(vertex_shader)");
glCompileShader(m_vertex_shader_id);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glCompileShader(m_vertex_shader_id)");
GetShaderLog(m_vertex_shader_id, m_vertex_shader_log);
glAttachShader(m_program_id, m_vertex_shader_id);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glAttachShader(m_vertex_shader_id)");
}
if (!fragment_shader.empty()) {
m_fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glCreateShader(GL_FRAGMENT_SHADER)");
strings[0] = fragment_shader.c_str();
glShaderSource(m_fragment_shader_id, 1, strings, nullptr);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glShaderSource(fragment_shader)");
glCompileShader(m_fragment_shader_id);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glCompileShader(m_fragment_shader_id)");
GetShaderLog(m_fragment_shader_id, m_fragment_shader_log);
glAttachShader(m_program_id, m_fragment_shader_id);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glAttachShader(m_fragment_shader_id)");
}
GLint status;
glLinkProgram(m_program_id);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glLinkProgram()");
glGetProgramiv(m_program_id, GL_LINK_STATUS, &status);
CHECK_ERROR("ShaderProgram::ShaderProgram", "glGetProgramiv(GL_LINK_STATUS)");
m_link_succeeded = status;
GetProgramLog(m_program_id, m_program_log);
}
std::unique_ptr<ShaderProgram> ShaderProgram::shaderProgramFactory(const std::string& vertex_shader,
const std::string& fragment_shader)
{
if (GGHumanClientApp::GetApp()->GLVersion() >= 2.0f)
return std::make_unique<ShaderProgram>(vertex_shader,fragment_shader);
return nullptr;
}
ShaderProgram::~ShaderProgram() {
glGetError();
if (glIsShader(m_vertex_shader_id)) {
glDeleteShader(m_vertex_shader_id);
CHECK_ERROR("ShaderProgram::~ShaderProgram", "glDeleteShader(m_vertex_shader_id)");
}
if (glIsShader(m_fragment_shader_id)) {
glDeleteShader(m_fragment_shader_id);
CHECK_ERROR("ShaderProgram::~ShaderProgram", "glDeleteShader(m_fragment_shader_id)");
}
if (glIsProgram(m_program_id)) {
glDeleteProgram(m_program_id);
CHECK_ERROR("ShaderProgram::~ShaderProgram", "glDeleteProgram()");
}
}
GLuint ShaderProgram::ProgramID() const
{ return m_program_id; }
bool ShaderProgram::LinkSucceeded() const
{ return m_link_succeeded; }
const std::string& ShaderProgram::ProgramInfoLog() const
{ return m_program_log; }
const std::string& ShaderProgram::ProgramValidityInfoLog() const
{ return m_program_validity_log; }
const std::string& ShaderProgram::VertexShaderInfoLog() const
{ return m_vertex_shader_log; }
const std::string& ShaderProgram::FragmentShaderInfoLog() const
{ return m_fragment_shader_log; }
void ShaderProgram::Bind(const std::string& name, float f) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::Bind", "glGetUniformLocation()");
assert(location != -1 &&
"Bind() : The named uniform variable does not exist.");
glUniform1f(location, f);
CHECK_ERROR("ShaderProgram::Bind", "glUniform1f()");
}
void ShaderProgram::Bind(const std::string& name, float f0, float f1) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::Bind", "glGetUniformLocation()");
assert(location != -1 &&
"Bind() : The named uniform variable does not exist.");
glUniform2f(location, f0, f1);
CHECK_ERROR("ShaderProgram::Bind", "glUniform2f()");
}
void ShaderProgram::Bind(const std::string& name, float f0, float f1, float f2) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::Bind", "glGetUniformLocation()");
assert(location != -1 &&
"Bind() : The named uniform variable does not exist.");
glUniform3f(location, f0, f1, f2);
CHECK_ERROR("ShaderProgram::Bind", "glUniform3f()");
}
void ShaderProgram::Bind(const std::string& name, float f0, float f1, float f2, float f3) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::Bind", "glGetUniformLocation()");
assert(location != -1 &&
"Bind() : The named uniform variable does not exist.");
glUniform4f(location, f0, f1, f2, f3);
CHECK_ERROR("ShaderProgram::Bind", "glUniform4f()");
}
void ShaderProgram::Bind(const std::string& name, std::size_t element_size, const std::vector<float> &floats) {
assert(1 <= element_size && element_size <= 4);
assert((floats.size() % element_size) == 0);
std::function<void (GLint, GLsizei, const GLfloat*)> functions[] =
{ glUniform1fv,
glUniform2fv,
glUniform3fv,
glUniform4fv
};
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::Bind", "glGetUniformLocation()");
assert(location != -1 &&
"Bind() : The named uniform variable does not exist.");
functions[element_size - 1](location, floats.size() / element_size, floats.data());
CHECK_ERROR("ShaderProgram::Bind", "glUniformNfv()");
}
void ShaderProgram::Bind(const std::string& name, GLuint texture_id) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::Bind", "glGetUniformLocation()");
assert(location != -1 &&
"Bind() : The named uniform sampler does not exist.");
glUniform1i(location, texture_id);
CHECK_ERROR("ShaderProgram::Bind", "glUniform1i()");
}
void ShaderProgram::BindInt(const std::string& name, int i) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::BindInt", "glGetUniformLocation()");
assert(location != -1 &&
"BindInt() : The named uniform variable does not exist.");
glUniform1i(location, i);
CHECK_ERROR("ShaderProgram::BindInt", "glUniform1i()");
}
void ShaderProgram::BindInts(const std::string& name, int i0, int i1) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::BindInts", "glGetUniformLocation()");
assert(location != -1 &&
"BindInts() : The named uniform variable does not exist.");
glUniform2i(location, i0, i1);
CHECK_ERROR("ShaderProgram::BindInts", "glUniform2i()");
}
void ShaderProgram::BindInts(const std::string& name, int i0, int i1, int i2) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::BindInts", "glGetUniformLocation()");
assert(location != -1 &&
"BindInts() : The named uniform variable does not exist.");
glUniform3i(location, i0, i1, i2);
CHECK_ERROR("ShaderProgram::BindInts", "glUniform3i()");
}
void ShaderProgram::BindInts(const std::string& name, int i0, int i1, int i2, int i3) {
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::BindInts", "glGetUniformLocation()");
assert(location != -1 &&
"BindInts() : The named uniform variable does not exist.");
glUniform4i(location, i0, i1, i2, i3);
CHECK_ERROR("ShaderProgram::BindInts", "glUniform4i()");
}
void ShaderProgram::BindInts(const std::string& name, std::size_t element_size, const std::vector<GLint> &ints) {
assert(1 <= element_size && element_size <= 4);
assert((ints.size() % element_size) == 0);
std::function<void (GLint, GLsizei, const GLint*)> functions[] =
{ glUniform1iv,
glUniform2iv,
glUniform3iv,
glUniform4iv
};
glGetError();
GLint location = glGetUniformLocation(m_program_id, name.c_str());
CHECK_ERROR("ShaderProgram::BindInts", "glGetUniformLocation()");
assert(location != -1 &&
"BindInts() : The named uniform variable does not exist.");
functions[element_size - 1](location, ints.size() / element_size, ints.data());
CHECK_ERROR("ShaderProgram::BindInts", "glUniformNiv()");
}
bool ShaderProgram::AllValuesBound() {
bool retval = false;
glGetError();
glValidateProgram(m_program_id);
CHECK_ERROR("ShaderProgram::AllValuesBound", "glValidateProgram()");
GLint status;
glGetProgramiv(m_program_id, GL_VALIDATE_STATUS, &status);
CHECK_ERROR("ShaderProgram::AllValuesBound", "glGetProgramiv(GL_VALIDATE_STATUS)");
retval = status;
GetProgramLog(m_program_id, m_program_validity_log);
return retval;
}
void ShaderProgram::Use() {
glGetError();
glUseProgram(m_program_id);
CHECK_ERROR("ShaderProgram::Use", "glUseProgram()");
}
void ShaderProgram::stopUse()
{ glUseProgram(0); }
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