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// Copyright (c) 2010-2026, Lawrence Livermore National Security, LLC. Produced
// at the Lawrence Livermore National Laboratory. All Rights reserved. See files
// LICENSE and NOTICE for details. LLNL-CODE-443271.
//
// This file is part of the GLVis visualization tool and library. For more
// information and source code availability see https://glvis.org.
//
// GLVis is free software; you can redistribute it and/or modify it under the
// terms of the BSD-3 license. We welcome feedback and contributions, see file
// CONTRIBUTING.md for details.
#include <unordered_map>
#include <regex>
#include "shader.hpp"
#include "renderer.hpp"
namespace gl3
{
bool ShaderProgram::create(std::string vertexShader,
std::string fragmentShader,
std::unordered_map<int, std::string> inAttributes,
int numOutputs)
{
attrib_idx = inAttributes;
num_outputs = numOutputs;
is_compiled = false;
GetGLSLVersion();
std::string fmtVS = formatShader(vertexShader, GL_VERTEX_SHADER);
vertex_shader = compileShader(fmtVS, GL_VERTEX_SHADER);
if (vertex_shader == 0)
{
return false;
}
std::string fmtFS = formatShader(fragmentShader, GL_FRAGMENT_SHADER);
fragment_shader = compileShader(fmtFS, GL_FRAGMENT_SHADER);
if (fragment_shader == 0)
{
return false;
}
if (!linkShaders({vertex_shader, fragment_shader}))
{
std::cerr << "Failed to link shaders for program." << std::endl;
return false;
}
mapShaderUniforms();
is_compiled = true;
return is_compiled;
}
int ShaderProgram::glsl_version = -1;
#ifndef __EMSCRIPTEN__
const bool ShaderProgram::glsl_is_es = false;
#else
const bool ShaderProgram::glsl_is_es = true;
#endif
void ShaderProgram::GetGLSLVersion()
{
if (glsl_version == -1)
{
std::string verStr = (char*)glGetString(GL_VERSION);
int ver_major, ver_minor;
int vs_idx = verStr.find_first_of(".");
ver_major = std::stoi(verStr.substr(vs_idx - 1, vs_idx));
ver_minor = std::stoi(verStr.substr(vs_idx + 1, 1));
int opengl_ver = ver_major * 100 + ver_minor * 10;
#ifndef __EMSCRIPTEN__
// The GLSL version is the same as the OpenGL version when the OpenGL
// version is >= 3.30, otherwise it is:
//
// GL Version | GLSL Version
// -------------------------
// 2.0 | 1.10
// 2.1 | 1.20
// 3.0 | 1.30
// 3.1 | 1.40
// 3.2 | 1.50
if (opengl_ver < 330)
{
if (ver_major == 2)
{
glsl_version = opengl_ver - 90;
}
else if (ver_major == 3)
{
glsl_version = opengl_ver - 170;
}
else
{
std::cerr << "fatal: unsupported OpenGL version " << opengl_ver << std::endl;
glsl_version = 100;
}
}
else
{
glsl_version = opengl_ver;
}
#else
// GL Version | WebGL Version | GLSL Version
// 2.0 | 1.0 | 1.00 ES
// 3.0 | 2.0 | 3.00 ES
// 3.1 | | 3.10 ES
if (opengl_ver < 300)
{
glsl_version = 100;
}
else
{
glsl_version = 300;
}
#endif
std::cerr << "Using GLSL " << glsl_version;
if (glsl_is_es) { std::cerr << " ES"; }
std::cerr << std::endl;
}
}
std::string ShaderProgram::formatShader(const std::string& inShader,
GLenum shaderType)
{
std::string formatted = inShader;
// replace some identifiers depending on the version of glsl we're using
if (glsl_version >= 130)
{
if (shaderType == GL_VERTEX_SHADER)
{
formatted = std::regex_replace(formatted, std::regex("attribute"), "in");
formatted = std::regex_replace(formatted, std::regex("varying"), "out");
}
else if (shaderType == GL_FRAGMENT_SHADER)
{
formatted = std::regex_replace(formatted, std::regex("varying"), "in");
for (int i = 0; i < num_outputs; i++)
{
std::string indexString = "gl_FragData[";
indexString += std::to_string(i) + "]";
std::string outputString = "out vec4 fragColor_";
outputString += std::to_string(i) + ";\n";
if (glsl_version >= 300)
{
// GLSL/OpenGL 3.30+ or WebGL 2 (GLSL 3.00 ES):
// Prefer in-shader output index setting.
std::string layoutString = "layout(location = ";
layoutString += std::to_string(i) + ") ";
formatted = layoutString + outputString + formatted;
}
else
{
// GLSL 1.30-1.50 (OpenGL 3.0-3.2):
// No in-shader output indexing.
// Output locations will be set using glBindFragDataLocation.
formatted = outputString + formatted;
}
std::string indexStringRgx = "gl_FragData\\[";
indexStringRgx += std::to_string(i) + "\\]";
formatted = std::regex_replace(formatted, std::regex(indexStringRgx),
"fragColor_" + std::to_string(i));
if (i == 0)
{
formatted = std::regex_replace(formatted, std::regex("gl_FragColor"),
"fragColor_0");
}
}
}
else
{
std::cerr << "buildShaderString: unknown shader type" << std::endl;
return {};
}
formatted = std::regex_replace(formatted, std::regex("texture2D"), "texture");
}
if (GLDevice::useLegacyTextureFmts())
{
formatted = "#define USE_ALPHA\n" + formatted;
}
if (glsl_is_es)
{
if (shaderType == GL_FRAGMENT_SHADER)
{
// Add precision specifier - required for WebGL fragment shaders
formatted = "precision mediump float;\n" + formatted;
}
if (num_outputs > 1 && glsl_version == 100)
{
// Enable WEBGL_draw_buffers in the shader
formatted = "#extension GL_EXT_draw_buffers : require\n" + formatted;
}
if (glsl_version == 300)
{
// WebGL 2 shaders require explicit version setting
formatted = "#version 300 es\n" + formatted;
}
}
else
{
// Append version setting for all desktop shaders
formatted = std::regex_replace("#version GLSL_VER\n", std::regex("GLSL_VER"),
std::to_string(glsl_version)) + formatted;
}
return formatted;
}
GLuint ShaderProgram::compileShader(const std::string& inShader,
GLenum shaderType)
{
int shader_len = inShader.length();
const char *shader_cstr = inShader.c_str();
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &shader_cstr, &shader_len);
glCompileShader(shader);
GLint stat;
glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
// glGetObjectParameteriv
if (stat == GL_FALSE)
{
std::cerr << "failed to compile shader" << std::endl;
int err_len;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &err_len);
char *error_text = new char[err_len];
glGetShaderInfoLog(shader, err_len, &err_len, error_text);
std::cerr << error_text << std::endl;
delete[] error_text;
return 0;
}
return shader;
}
bool ShaderProgram::linkShaders(const std::vector<GLuint>& shaders)
{
// Bind all incoming attributes to their VAO indices.
for (auto attrib_pair : attrib_idx)
{
glBindAttribLocation(program_id, attrib_pair.first,
attrib_pair.second.c_str());
}
#ifndef __EMSCRIPTEN__
if (glsl_version >= 130 && glsl_version < 300)
{
// Bind fragment output variables to MRT indices.
for (int i = 0; i < num_outputs; i++)
{
std::string fragOutVar = "fragColor_" + std::to_string(i);
glBindFragDataLocation(program_id, i, fragOutVar.c_str());
}
}
#endif
for (GLuint i : shaders)
{
glAttachShader(program_id, i);
}
glLinkProgram(program_id);
GLint stat;
glGetProgramiv(program_id, GL_LINK_STATUS, &stat);
if (stat == GL_FALSE)
{
std::cerr << "fatal: Shader linking failed" << std::endl;
}
return (stat == GL_TRUE);
}
void ShaderProgram::mapShaderUniforms()
{
int num_unifs;
glGetProgramiv(program_id, GL_ACTIVE_UNIFORMS, &num_unifs);
int max_unif_len;
glGetProgramiv(program_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_unif_len);
for (int i = 0; i < num_unifs; i++)
{
std::vector<char> unif_buf(max_unif_len+1);
GLsizei name_length;
GLint gl_size;
GLenum gl_type;
glGetActiveUniform(program_id, i, max_unif_len, &name_length, &gl_size,
&gl_type,
unif_buf.data());
std::string unif_name(unif_buf.data(), name_length);
GLuint location = glGetUniformLocation(program_id, unif_name.c_str());
uniform_idx[unif_name] = location;
}
}
}
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