1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382
|
/*=========================================================================
Program: Visualization Toolkit
Module: vtkShader2.cxx
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkShader2.h"
#include "vtkObjectFactory.h"
#include <cassert>
#include <vtkgl.h>
#include "vtkUniformVariables.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLExtensionManager.h"
#include "vtkOpenGLError.h"
static GLenum vtkShaderTypeVTKToGL[5] = {
vtkgl::VERTEX_SHADER, // VTK_SHADER_TYPE_VERTEX=0
vtkgl::GEOMETRY_SHADER, // VTK_SHADER_TYPE_GEOMETRY=1,
vtkgl::FRAGMENT_SHADER, // VTK_SHADER_TYPE_FRAGMENT=2,
0, // VTK_SHADER_TYPE_TESSELLATION_CONTROL=3, not yet
0// VTK_SHADER_TYPE_TESSELLATION_EVALUATION=4, not yet
};
static const char *TypeAsStringArray[5] = {
"vertex shader",
"geometry shader",
"fragment shader",
"tessellation control shader",
"tessellation evaluation shader"
};
//-----------------------------------------------------------------------------
vtkStandardNewMacro(vtkShader2);
//-----------------------------------------------------------------------------
vtkCxxSetObjectMacro(vtkShader2,UniformVariables,vtkUniformVariables);
// ----------------------------------------------------------------------------
// Description:
// Default constructor. SourceCode is NULL. Type is vertex.
vtkShader2::vtkShader2()
{
// user API
this->SourceCode = 0;
this->Type = VTK_SHADER_TYPE_VERTEX;
// OpenGL part
this->Context = NULL;
this->Id = 0;
this->ExtensionsLoaded = false;
this->SupportGeometryShader = false;
this->LastCompileStatus = false;
// 8 as an initial capcity is nice because the allocation is aligned on
// 32-bit or 64-bit architecture.
this->LastCompileLogCapacity = 8;
this->LastCompileLog = new char[this->LastCompileLogCapacity];
this->LastCompileLog[0] = '\0'; // empty string
this->UniformVariables = vtkUniformVariables::New();
}
// ----------------------------------------------------------------------------
void vtkShader2::ReleaseGraphicsResources()
{
// because we don't hold a reference to the render
// context we don't have any control on when it is
// destroyed. In fact it may be destroyed before
// we are(eg smart pointers), in which case we should
// do nothing.
if (this->Context && (this->Id != 0))
{
vtkgl::DeleteShader(this->Id);
vtkOpenGLCheckErrorMacro("failed at glDeleteShader");
this->Id = 0;
}
}
// ----------------------------------------------------------------------------
// Description:
// Destructor. Delete SourceCode if any.
vtkShader2::~vtkShader2()
{
// esplicitly release resources
this->ReleaseGraphicsResources();
delete[] this->SourceCode;
delete[] this->LastCompileLog;
if (this->UniformVariables)
{
this->UniformVariables->Delete();
}
}
//----------------------------------------------------------------------------
bool vtkShader2::IsSupported(vtkRenderWindow *renWin)
{
vtkOpenGLRenderWindow *context
= dynamic_cast<vtkOpenGLRenderWindow*>(renWin);
if (!context) return false;
vtkOpenGLExtensionManager *e = context->GetExtensionManager();
return e->ExtensionSupported("GL_VERSION_2_0") ||
(e->ExtensionSupported("GL_ARB_shading_language_100") &&
e->ExtensionSupported("GL_ARB_shader_objects") &&
e->ExtensionSupported("GL_ARB_vertex_shader") &&
e->ExtensionSupported("GL_ARB_fragment_shader"));
}
//----------------------------------------------------------------------------
bool vtkShader2::LoadRequiredExtensions(vtkRenderWindow *renWin)
{
vtkOpenGLRenderWindow *context
= dynamic_cast<vtkOpenGLRenderWindow*>(renWin);
this->ExtensionsLoaded = false;
this->SupportGeometryShader = false;
if (!context) return false;
vtkOpenGLExtensionManager *e = context->GetExtensionManager();
if (e->ExtensionSupported("GL_VERSION_2_0"))
{
e->LoadExtension("GL_VERSION_2_0");
this->ExtensionsLoaded = true;
}
else
{
if (e->ExtensionSupported("GL_ARB_shading_language_100") &&
e->ExtensionSupported("GL_ARB_shader_objects") &&
e->ExtensionSupported("GL_ARB_vertex_shader") &&
e->ExtensionSupported("GL_ARB_fragment_shader"))
{
e->LoadCorePromotedExtension("GL_ARB_shading_language_100");
e->LoadCorePromotedExtension("GL_ARB_shader_objects");
e->LoadCorePromotedExtension("GL_ARB_vertex_shader");
e->LoadCorePromotedExtension("GL_ARB_fragment_shader");
this->ExtensionsLoaded = true;
}
}
if (this->ExtensionsLoaded)
{
bool supportGeometryShaderARB
= e->ExtensionSupported("GL_ARB_geometry_shader4") == 1;
this->SupportGeometryShader
= supportGeometryShaderARB
|| e->ExtensionSupported("GL_EXT_geometry_shader4") == 1;
if (this->SupportGeometryShader)
{
if (supportGeometryShaderARB)
{
e->LoadExtension("GL_ARB_geometry_shader4");
}
else
{
e->LoadAsARBExtension("GL_EXT_geometry_shader4");
}
}
}
return this->ExtensionsLoaded;
}
// ----------------------------------------------------------------------------
vtkRenderWindow *vtkShader2::GetContext()
{
return this->Context;
}
// ----------------------------------------------------------------------------
void vtkShader2::SetContext(vtkRenderWindow *renWin)
{
// avoid pointless reassignment
if (this->Context == renWin)
{
return;
}
// free resources
this->ReleaseGraphicsResources();
this->Context = NULL;
this->Modified();
// all done if assigned null
if (!renWin)
{
return;
}
// check for support
vtkOpenGLRenderWindow *context
= dynamic_cast<vtkOpenGLRenderWindow*>(renWin);
if ( !context
|| !this->LoadRequiredExtensions(renWin) )
{
vtkErrorMacro("The context does not support the required extensions");
return;
}
// initialize
this->Context = renWin;
this->Context->MakeCurrent();
}
//-----------------------------------------------------------------------------
// Description:
// Compile the shader code.
// The result of compilation can be query with GetLastCompileStatus()
// The log of compilation can be query with GetLastCompileLog()
// \pre SourceCode_exists: SourceCode!=0
void vtkShader2::Compile()
{
assert("pre: SourceCode_exists" && this->SourceCode != 0);
vtkOpenGLClearErrorMacro();
if(this->Id == 0 || this->LastCompileTime < this->MTime)
{
if (this->Type == VTK_SHADER_TYPE_TESSELLATION_CONTROL)
{
vtkErrorMacro(<<"tessellation control shader is not supported.");
this->LastCompileStatus = false;
this->LastCompileLog = 0;
return;
}
if (this->Type == VTK_SHADER_TYPE_TESSELLATION_EVALUATION)
{
vtkErrorMacro(<<"tessellation evaluation shader is not supported.");
this->LastCompileStatus = false;
this->LastCompileLog = 0;
return;
}
if (this->Type == VTK_SHADER_TYPE_GEOMETRY && !this->SupportGeometryShader)
{
vtkErrorMacro(<<"geometry shader is not supported.");
this->LastCompileStatus = false;
this->LastCompileLog = 0;
return;
}
GLuint shaderId = static_cast<GLuint>(this->Id);
if (shaderId == 0)
{
shaderId = vtkgl::CreateShader(vtkShaderTypeVTKToGL[this->Type]);
if (shaderId == 0)
{
vtkErrorMacro(<<"fatal error (bad current OpenGL context?, extension not supported?).");
this->LastCompileStatus = false;
this->LastCompileLog = 0;
return;
}
this->Id = static_cast<unsigned int>(shaderId);
}
vtkgl::ShaderSource(shaderId,1,const_cast<const vtkgl::GLchar**>(&this->SourceCode), 0);
vtkgl::CompileShader(shaderId);
GLint value;
vtkgl::GetShaderiv(shaderId, vtkgl::COMPILE_STATUS, &value);
this->LastCompileStatus = (value== GL_TRUE);
vtkgl::GetShaderiv(shaderId, vtkgl::INFO_LOG_LENGTH, &value);
if (static_cast<size_t>(value) > this->LastCompileLogCapacity)
{
delete[] this->LastCompileLog;
this->LastCompileLogCapacity = static_cast<size_t>(value);
this->LastCompileLog = new char[this->LastCompileLogCapacity];
}
vtkgl::GetShaderInfoLog(shaderId,value, 0, this->LastCompileLog);
this->LastCompileTime.Modified();
}
vtkOpenGLCheckErrorMacro("failed after Compile");
}
//-----------------------------------------------------------------------------
// Description:
// Return the shader type as a string.
const char *vtkShader2::GetTypeAsString()
{
return TypeAsStringArray[this->Type];
}
//-----------------------------------------------------------------------------
// Description:
// Tells if the last call to compile succeeded (true) or not (false).
bool vtkShader2::GetLastCompileStatus()
{
return this->LastCompileStatus;
}
//-----------------------------------------------------------------------------
// Description:
// Return the log of the last call to compile as a string.
const char *vtkShader2::GetLastCompileLog()
{
assert("post: result_exists" && this->LastCompileLog != 0);
return this->LastCompileLog;
}
//---------------------------------------------------------------------------
void vtkShader2::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Type: ";
switch (this->Type)
{
case VTK_SHADER_TYPE_VERTEX:
os << "vertex" << endl;
break;
case VTK_SHADER_TYPE_TESSELLATION_CONTROL:
os << "tessellation control" << endl;
break;
case VTK_SHADER_TYPE_TESSELLATION_EVALUATION:
os << "tessellation evaluation" << endl;
break;
case VTK_SHADER_TYPE_GEOMETRY:
os << "geometry" << endl;
break;
case VTK_SHADER_TYPE_FRAGMENT:
os << "fragment" << endl;
break;
default:
assert("check: impossible_case" && 0); // impossible case
}
os << indent << "OpenGL Id: " << this->Id << endl;
os << indent << "Last Compile Status: ";
os << ((this->LastCompileStatus) ? "true" : "false") << endl;
os << indent << "Last Compile Log Capacity: " <<
this->LastCompileLogCapacity<< endl;
os << indent << "Last Compile Log: ";
if (this->LastCompileLog == 0)
{
os << "(none)" << endl;
}
else
{
os << this->LastCompileLog << endl;
}
os << indent << "Context: ";
if (this->Context)
{
os << static_cast<void *>(this->Context) <<endl;
}
else
{
os << "none" << endl;
}
os << indent << "UniformVariables: ";
if (this->UniformVariables)
{
this->UniformVariables->PrintSelf(os, indent);
}
else
{
os << "none" << endl;
}
os << indent << "SourceCode: ";
if (this->SourceCode == 0)
{
os << "(none)" << endl;
}
else
{
os << endl << this->SourceCode << endl;
}
}
|