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############################################################
#
# OpenGL::Shader::Objects - Copyright 2007 Graphcomp - ALL RIGHTS RESERVED
# Author: Bob "grafman" Free - grafman@graphcomp.com
#
# This program is free software; you can redistribute it and/or
# modify it under the same terms as Perl itself.
#
############################################################
### SEE DOCS IN Common.pm
package OpenGL::Shader::Objects;
use strict;
use warnings;
use Carp;
our $VERSION = '1.01';
use OpenGL::Shader::Common;
our @ISA = qw(OpenGL::Shader::Common);
use OpenGL(':all');
=head1 NAME
OpenGL::Shader::Objects - plug-in module for use with OpenGL::Shader
=head1 SYNOPSIS
# See docs in OpenGL/Shader/Common.pm
=head1 DESCRIPTION
This module provides a base class for high-level OpenGL shaders.
This subclasses of the OpenGL::Shader::Common module.
=head1 AUTHOR
Bob "grafman" Free - grafman@graphcomp.com.
Copyright 2007 Graphcomp - ALL RIGHTS RESERVED
This program is free software; you can redistribute it and/or
modify it under the same terms as Perl itself.
=cut
# Shader constructor
sub new {
my $this = shift;
my $class = ref($this) || $this;
my $self = OpenGL::Shader::Common->new(@_);
return undef if (!$self);
bless($self,$class);
# Check for required OpenGL extensions
return undef if (OpenGL::glpCheckExtension('GL_ARB_shader_objects'));
return undef if (OpenGL::glpCheckExtension('GL_ARB_fragment_shader'));
return undef if (OpenGL::glpCheckExtension('GL_ARB_vertex_shader'));
$self->{type} = '';
$self->{version} = '';
$self->{description} = '';
$self->{fragment_const} = '';
$self->{vertex_const} = '';
return $self;
}
# Shader destructor
# Must be disabled first
sub DESTROY {
my($self) = @_;
if ($self->{program}) {
glDetachObjectARB($self->{program},$self->{fragment_id}) if ($self->{fragment_id});
glDetachObjectARB($self->{program},$self->{vertex_id}) if ($self->{vertex_id});
glDeleteProgramsARB_p($self->{program});
}
glDeleteProgramsARB_p($self->{fragment_id}) if ($self->{fragment_id});
glDeleteProgramsARB_p($self->{vertex_id}) if ($self->{vertex_id});
}
# Load shader strings
sub Load {
my($self,$fragment,$vertex) = @_;
# Load fragment code
if ($fragment) {
$self->{fragment_id} = glCreateShaderObjectARB($self->{fragment_const});
return undef if (!$self->{fragment_id});
glShaderSourceARB_p($self->{fragment_id}, $fragment);
#my $frag = glGetShaderSourceARB_p($self->{fragment_id});
#print STDERR "Loaded fragment:\n$frag\n";
glCompileShaderARB($self->{fragment_id});
my $stat = glGetInfoLogARB_p($self->{fragment_id});
return "Fragment shader: $stat" if ($stat);
}
# Load vertex code
if ($vertex) {
$self->{vertex_id} = glCreateShaderObjectARB($self->{vertex_const});
return undef if (!$self->{vertex_id});
glShaderSourceARB_p($self->{vertex_id}, $vertex);
#my $vert = glGetShaderSourceARB_p($self->{vertex_id});
#print STDERR "Loaded vertex:\n$vert\n";
glCompileShaderARB($self->{vertex_id});
my $stat = glGetInfoLogARB_p($self->{vertex_id});
return "Vertex shader: $stat" if ($stat);
}
# Link shaders
my $sp = glCreateProgramObjectARB();
glAttachObjectARB($sp, $self->{fragment_id}) if ($fragment);
glAttachObjectARB($sp, $self->{vertex_id}) if ($vertex);
glLinkProgramARB($sp);
my $linked = glGetObjectParameterivARB_p($sp, GL_OBJECT_LINK_STATUS_ARB);
if (!$linked) {
my $stat = glGetInfoLogARB_p($sp);
#print STDERR "Load shader: $stat\n";
return "Link shader: $stat" if ($stat);
return 'Unable to link shader';
}
$self->{program} = $sp;
return '';
}
# Enable shader
sub Enable {
my($self) = @_;
glUseProgramObjectARB($self->{program}) if ($self->{program});
}
# Disable shader
sub Disable {
my($self) = @_;
glUseProgramObjectARB(0) if ($self->{program});
}
# Return shader vertex attribute ID
sub MapAttr {
my($self,$attr) = @_;
return undef if (!$self->{program});
my $id = glGetAttribLocationARB_p($self->{program},$attr);
return undef if ($id < 0);
return $id;
}
# Return shader uniform variable ID
sub Map {
my($self,$var) = @_;
return undef if (!$self->{program});
my $id = glGetUniformLocationARB_p($self->{program},$var);
return undef if ($id < 0);
return $id;
}
# Set shader vector
sub SetVector {
my($self,$var,@values) = @_;
my $id = $self->Map($var);
return 'Unable to map $var' if (!defined($id));
my $count = scalar(@values);
eval('glUniform'.$count.'fARB($id,@values)');
return '';
}
# Set shader 4x4 matrix
sub SetMatrix {
my($self,$var,$oga) = @_;
my $id = $self->Map($var);
return 'Unable to map $var' if (!defined($id));
glUniformMatrix4fvARB_c($id,1,0,$oga->ptr());
return '';
}
1;
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