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#include <asura-utils/exceptions/exception.h>
#include "gl.h"
#include "shader.h"
using namespace std;
namespace AsuraEngine
{
namespace Graphics
{
///
/// texture unit
///
static int _texture_unit = 0;
const char* Shader::ASLSemantics[] = {
"asura_model_matrix", // BUILTIN_UNIFORM_MODEL_MATRIX
"asura_view_matrix", // BUILTIN_UNIFORM_VIEW_MATRIX
"asura_projection_matrix", // BUILTIN_UNIFORM_PROJECTION_MATRIX
};
Shader::Shader()
{
}
Shader::~Shader()
{
if(mVertShader != 0)
glDeleteShader(mVertShader);
if(mFragShader != 0)
glDeleteShader(mFragShader);
if(mProgram != 0)
glDeleteProgram(mProgram);
}
bool Shader::Load(const string& vert, const string& frag)
{
GLenum err = GL_NO_ERROR;
GLint success;
string warnning = "";
if (mProgram == 0)
{
mProgram = glCreateProgram();
if (mProgram == 0)
throw Exception("Cannot create OpenGL shader program.");
}
if (mVertShader == 0)
{
mVertShader = glCreateShader(GL_VERTEX_SHADER);
if (mVertShader == 0)
throw Exception("Cannot create OpenGL vertex shader.");
}
if (mFragShader == 0)
{
mFragShader = glCreateShader(GL_FRAGMENT_SHADER);
if(mFragShader == 0)
throw Exception("Cannot create OpenGL fragment shader.");
}
const GLchar* source;
// Compile vertex shader.
source = vert.c_str();
glShaderSource(mVertShader, 1, &source, NULL);
glCompileShader(mVertShader);
glGetShaderiv(mVertShader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE)
{
warnning = GetShaderWarnings(mVertShader);
throw Exception("Compile vertex shader failed:\n%s", warnning.c_str());
}
// Compile fragment shader.
source = frag.c_str();
glShaderSource(mFragShader, 1, &source, NULL);
glCompileShader(mFragShader);
glGetShaderiv(mFragShader, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE)
{
warnning = GetShaderWarnings(mFragShader);
throw Exception("Compile fragment shader failed:\n%s", warnning.c_str());
}
// Link program.
glAttachShader(mProgram, mVertShader);
glAttachShader(mProgram, mFragShader);
glLinkProgram(mProgram);
glGetProgramiv(mProgram, GL_LINK_STATUS, &success);
if (success == GL_FALSE)
{
warnning = GetProgramWarnings();
throw Exception("Link shader program failed:\n%s", warnning.c_str());
}
// mvplocation
mMVP[MATRIX_MODE_MODEL] = glGetUniformLocation(mProgram, ASLSemantics[BUILTIN_UNIFORM_MODEL_MATRIX]);
mMVP[MATRIX_MODE_VIEW] = glGetUniformLocation(mProgram, ASLSemantics[BUILTIN_UNIFORM_VIEW_MATRIX]);
mMVP[MATRIX_MODE_PROJECTION] = glGetUniformLocation(mProgram, ASLSemantics[BUILTIN_UNIFORM_PROJECTION_MATRIX]);
return true;
}
void Shader::OnUse()
{
_texture_unit = 0;
SetBuiltInUniforms();
}
void Shader::OnUnuse()
{
_texture_unit = 0;
}
int Shader::GetAttributeLocation(const std::string& name)
{
GLint loc = glGetAttribLocation(mProgram, name.c_str());
return loc;
}
uint Shader::GetUniformLocation(const std::string& uniform)
{
GLint loc = glGetUniformLocation(mProgram, uniform.c_str());
return loc;
}
bool Shader::HasUniform(const std::string& uniform)
{
GLint loc = glGetUniformLocation(mProgram, uniform.c_str());
return loc != -1;
}
GLuint Shader::GetGLProgram()
{
return mProgram;
}
void Shader::SetUniformFloat(uint loc, float value)
{
if(gl.state.shader == this)
glUniform1f(loc, value);
}
bool Shader::SetUniformTexture(uint loc, const Texture& texture)
{
if (gl.state.shader != this)
return false;
gl.WipeError();
glActiveTexture(GL_TEXTURE0 + _texture_unit);
if (gl.HasError())
return false;
GLint tex = texture.GetGLTexture();
glBindTexture(GL_TEXTURE_2D, tex);
if (gl.HasError())
return false;
glUniform1i(loc, _texture_unit);
if (gl.HasError())
return false;
++_texture_unit;
}
void Shader::SetUniformVector2(uint loc, const Math::Vector2f& vec2)
{
if (gl.state.shader == this)
glUniform2f(loc, vec2.x, vec2.y);
}
void Shader::SetUniformVector3(uint loc, const Math::Vector3f& vec3)
{
if (gl.state.shader == this)
glUniform3f(loc, vec3.x, vec3.y, vec3.z);
}
void Shader::SetUniformVector4(uint loc, const Math::Vector4f& vec4)
{
if (gl.state.shader == this)
glUniform4f(loc, vec4.x, vec4.y, vec4.z, vec4.w);
}
void Shader::SetUniformMatrix44(uint loc, const Math::Matrix44& mat)
{
if (gl.state.shader == this)
glUniformMatrix4fv(loc, 1, GL_FALSE, mat.GetElements());
}
void Shader::SetBuiltInUniforms()
{
// model\view\projection matrix
SetUniformMatrix44(mMVP[MATRIX_MODE_MODEL], gl.GetMatrix(MATRIX_MODE_MODEL));
SetUniformMatrix44(mMVP[MATRIX_MODE_VIEW], gl.GetMatrix(MATRIX_MODE_VIEW));
SetUniformMatrix44(mMVP[MATRIX_MODE_PROJECTION], gl.GetMatrix(MATRIX_MODE_PROJECTION));
}
//void Shader::GetUniform()
//{
// //if(gl.state.shader == this)
// // glGetUniformfv()
//}
uint Shader::GetGLTextureUnitCount()
{
GLint maxTextureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
return (uint)maxTextureUnits;
}
std::string Shader::GetProgramWarnings()
{
GLint strsize, nullpos;
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &strsize);
if (strsize == 0)
return "";
char *tempstr = new char[strsize];
memset(tempstr, '\0', strsize);
glGetProgramInfoLog(mProgram, strsize, &nullpos, tempstr);
tempstr[nullpos] = '\0';
std::string warnings(tempstr);
delete[] tempstr;
return warnings;
}
std::string Shader::GetShaderWarnings(GLuint shader)
{
GLint strsize, nullpos;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &strsize);
if (strsize == 0)
return "";
char *tempstr = new char[strsize];
memset(tempstr, '\0', strsize);
glGetShaderInfoLog(shader, strsize, &nullpos, tempstr);
tempstr[nullpos] = '\0';
std::string warnings(tempstr);
delete[] tempstr;
return warnings;
}
}
}
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