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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Rendering/GL/myGL.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "System/FileSystem/FileHandler.h"
#include "System/Log/ILog.h"
#include <cassert>
CShaderHandler* CShaderHandler::GetInstance() {
static CShaderHandler shaHandler;
return &shaHandler;
}
void CShaderHandler::ReleaseProgramObjects(const std::string& poClass) {
if (programObjects.find(poClass) == programObjects.end()) {
return;
}
for (ProgramObjMapIt it = programObjects[poClass].begin(); it != programObjects[poClass].end(); ++it) {
// free the program object and its attachments
(it->second)->Release(); delete (it->second);
}
programObjects[poClass].clear();
programObjects.erase(poClass);
}
Shader::IProgramObject* CShaderHandler::CreateProgramObject(const std::string& poClass, const std::string& poName, bool arbProgram) {
Shader::IProgramObject* po = NULL;
if (programObjects.find(poClass) != programObjects.end()) {
if (programObjects[poClass].find(poName) != programObjects[poClass].end()) {
return (programObjects[poClass][poName]);
}
} else {
programObjects[poClass] = ProgramObjMap();
}
if (arbProgram) {
po = new Shader::ARBProgramObject();
} else {
po = new Shader::GLSLProgramObject();
}
programObjects[poClass][poName] = po;
return po;
}
Shader::IProgramObject* CShaderHandler::CreateProgramObject(
const std::string& poClass,
const std::string& poName,
const std::string& vsStr,
const std::string& vsDefs,
const std::string& fsStr,
const std::string& fsDefs,
bool arbProgram
) {
Shader::IProgramObject* po = CreateProgramObject(poClass, poName, arbProgram);
if (po->IsValid()) {
return po;
}
Shader::IShaderObject* vso = CreateShaderObject(vsStr, vsDefs, (arbProgram? GL_VERTEX_PROGRAM_ARB: GL_VERTEX_SHADER));
Shader::IShaderObject* fso = CreateShaderObject(fsStr, fsDefs, (arbProgram? GL_FRAGMENT_PROGRAM_ARB: GL_FRAGMENT_SHADER));
po->AttachShaderObject(vso);
po->AttachShaderObject(fso);
po->Link();
po->Validate();
if (!po->IsValid()) {
const char* fmt = "[%s]\n\tprogram-object name: %s, link-log:\n%s";
const char* log = po->GetLog().c_str();
LOG_L(L_WARNING, fmt, __FUNCTION__, poName.c_str(), log);
}
return po;
}
Shader::IShaderObject* CShaderHandler::CreateShaderObject(const std::string& soName, const std::string& soDefs, int soType) {
assert(!soName.empty());
bool arbShader = false;
std::string soPath = "shaders/" + soName;
std::string soSource = "";
CFileHandler soFile(soPath);
if (soFile.FileExists()) {
std::vector<char> soFileBuffer(soFile.FileSize() + 1, 0);
soFile.Read(&soFileBuffer[0], soFile.FileSize());
arbShader =
soName.find(".glsl") == std::string::npos &&
soName.find(".vert") == std::string::npos &&
soName.find(".frag") == std::string::npos;
soSource = std::string(&soFileBuffer[0]);
} else {
LOG_L(L_WARNING, "[%s]\n\tfile \"%s\" does not exist, interpreting"
" \"%s\" as literal shader source-string",
__FUNCTION__, soPath.c_str(), soName.c_str());
arbShader =
(soName.find("!!ARBvp") != std::string::npos) ||
(soName.find("!!ARBfp") != std::string::npos);
soSource = soName;
}
if (!arbShader) {
soSource = soDefs + soSource;
}
Shader::IShaderObject* so = NULL;
switch (soType) {
case GL_VERTEX_PROGRAM_ARB:
case GL_FRAGMENT_PROGRAM_ARB: {
assert(arbShader);
so = new Shader::ARBShaderObject(soType, soSource);
} break;
case GL_VERTEX_SHADER:
case GL_FRAGMENT_SHADER: {
assert(!arbShader);
so = new Shader::GLSLShaderObject(soType, soSource);
} break;
}
assert(so != NULL);
so->Compile();
if (!so->IsValid()) {
LOG_L(L_WARNING, "[%s]\n\tshader-object name: %s, compile-log:\n%s",
__FUNCTION__, soName.c_str(), (so->GetLog()).c_str());
}
return so;
}
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