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#ifndef GLW_SHADER_H
#define GLW_SHADER_H
#include <string>
#include <iostream>
#include "./object.h"
namespace glw
{
class ShaderArguments : public ObjectArguments
{
public:
typedef ObjectArguments BaseType;
typedef ShaderArguments ThisType;
std::string source;
ShaderArguments(void)
: BaseType()
{
;
}
void clear(void)
{
BaseType::clear();
this->source.clear();
}
};
class Shader : public Object
{
friend class Context;
public:
typedef Object BaseType;
typedef Shader ThisType;
virtual ~Shader(void)
{
this->destroy();
}
const std::string & source(void) const
{
return this->m_source;
}
const std::string & log(void) const
{
return this->m_log;
}
bool isCompiled(void) const
{
return this->m_compiled;
}
protected:
std::string m_source;
std::string m_log;
bool m_compiled;
Shader(Context * ctx)
: BaseType (ctx)
, m_compiled (false)
{
;
}
virtual GLenum shaderType(void) const = 0;
bool create(const ShaderArguments & args)
{
this->destroy();
const GLenum shType = this->shaderType();
this->m_name = glCreateShader(shType);
this->compile(args.source);
return this->m_compiled;
}
virtual void doDestroy(void)
{
glDeleteShader(this->m_name);
this->m_source.clear();
this->m_log.clear();
this->m_compiled = false;
}
virtual bool doIsValid(void) const
{
return this->m_compiled;
}
void compile(const std::string & source)
{
const char * src = source.c_str();
glShaderSource(this->m_name, 1, &src, 0);
glCompileShader(this->m_name);
GLint compileStatus = 0;
glGetShaderiv(this->m_name, GL_COMPILE_STATUS, &compileStatus);
this->m_source = source;
this->m_log = ThisType::getInfoLog(this->m_name);
this->m_compiled = (compileStatus != GL_FALSE);
#if GLW_PRINT_LOG_TO_STDERR
std::cerr << "---------------------------" << std::endl;
std::cerr << "[";
switch (this->shaderType())
{
case GL_VERTEX_SHADER : std::cerr << "Vertex "; break;
case GL_GEOMETRY_SHADER : std::cerr << "Geometry "; break;
case GL_FRAGMENT_SHADER : std::cerr << "Fragment "; break;
default: break;
}
std::cerr << "Shader Compile Log]: " << ((this->m_compiled) ? ("OK") : ("FAILED")) << std::endl;
std::cerr << this->m_log << std::endl;
std::cerr << "---------------------------" << std::endl;
#endif
}
private:
static std::string getInfoLog(GLuint Shader)
{
std::string log;
GLint logLen = 0;
glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &logLen);
if (logLen > 0)
{
char * sLog = new char[logLen + 1];
glGetShaderInfoLog(Shader, logLen, &logLen, sLog);
if (logLen > 0)
{
if (sLog[0] != '\0')
{
sLog[logLen - 1] = '\0';
log = sLog;
}
}
delete [] sLog;
}
return log;
}
};
namespace detail { template <> struct BaseOf <Shader> { typedef Object Type; }; };
typedef detail::ObjectSharedPointerTraits <Shader> ::Type ShaderPtr;
class SafeShader : public SafeObject
{
friend class Context;
friend class BoundShader;
public:
typedef SafeObject BaseType;
typedef SafeShader ThisType;
SafeShader(void)
: BaseType()
{
;
}
const std::string & source(void) const
{
return this->object()->source();
}
const std::string & log(void) const
{
return this->object()->log();
}
bool isCompiled(void) const
{
return this->object()->isCompiled();
}
protected:
SafeShader(const ShaderPtr & shader)
: BaseType(shader)
{
;
}
const ShaderPtr & object(void) const
{
return static_cast<const ShaderPtr &>(BaseType::object());
}
ShaderPtr & object(void)
{
return static_cast<ShaderPtr &>(BaseType::object());
}
};
namespace detail { template <> struct BaseOf <SafeShader> { typedef SafeObject Type; }; };
namespace detail { template <> struct ObjectBase <SafeShader> { typedef Shader Type; }; };
namespace detail { template <> struct ObjectSafe <Shader > { typedef SafeShader Type; }; };
typedef detail::ObjectSharedPointerTraits <SafeShader> ::Type ShaderHandle;
class ShaderBindingParams : public ObjectBindingParams
{
public:
typedef ObjectBindingParams BaseType;
typedef ShaderBindingParams ThisType;
ShaderBindingParams(void)
: BaseType()
{
;
}
ShaderBindingParams(GLenum aTarget, GLenum aUnit)
: BaseType(aTarget, aUnit)
{
;
}
};
class BoundShader : public BoundObject
{
friend class Context;
public:
typedef BoundObject BaseType;
typedef BoundShader ThisType;
BoundShader(void)
: BaseType()
{
;
}
const ShaderHandle & handle(void) const
{
return static_cast<const ShaderHandle &>(BaseType::handle());
}
ShaderHandle & handle(void)
{
return static_cast<ShaderHandle &>(BaseType::handle());
}
protected:
BoundShader(const ShaderHandle & handle, const ShaderBindingParams & params)
: BaseType(handle, params)
{
;
}
const ShaderPtr & object(void) const
{
return this->handle()->object();
}
ShaderPtr & object(void)
{
return this->handle()->object();
}
virtual void bind(void)
{
;
}
virtual void unbind(void)
{
;
}
};
namespace detail { template <> struct ParamsOf <BoundShader> { typedef ShaderBindingParams Type; }; };
namespace detail { template <> struct BaseOf <BoundShader> { typedef BoundObject Type; }; };
namespace detail { template <> struct ObjectBase <BoundShader> { typedef Shader Type; }; };
namespace detail { template <> struct ObjectBound <Shader > { typedef BoundShader Type; }; };
typedef detail::ObjectSharedPointerTraits <BoundShader> ::Type BoundShaderHandle;
};
#endif // GLW_SHADER_H
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