test_pie/external/pmp/Shader.cpp

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2023-09-14 11:12:02 +02:00
//=============================================================================
// Copyright (C) 2011-2017 The pmp-library developers
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//=============================================================================
#include <pmp/Shader.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <cassert>
//=============================================================================
namespace pmp {
//=============================================================================
Shader::Shader() : m_pid(0), m_vid(0), m_fid(0)
{
}
//-----------------------------------------------------------------------------
Shader::~Shader()
{
cleanup();
}
//-----------------------------------------------------------------------------
void Shader::cleanup()
{
if (m_pid)
glDeleteProgram(m_pid);
if (m_vid)
glDeleteShader(m_vid);
if (m_fid)
glDeleteShader(m_fid);
m_pid = m_vid = m_fid = 0;
}
//-----------------------------------------------------------------------------
bool Shader::source(const char* vshader, const char* fshader)
{
// cleanup existing shaders first
cleanup();
// create program
m_pid = glCreateProgram();
// vertex shader
m_vid = compile(vshader, GL_VERTEX_SHADER);
if (!m_vid)
{
std::cerr << "Cannot compile vertex shader!\n";
return false;
}
glAttachShader(m_pid, m_vid);
// fragment shader
m_fid = compile(fshader, GL_FRAGMENT_SHADER);
if (!m_fid)
{
std::cerr << "Cannot compile fragment shader!\n";
return false;
}
glAttachShader(m_pid, m_fid);
// link program
if (!link())
{
std::cerr << "Cannot link program!\n";
return false;
}
return true;
}
//-----------------------------------------------------------------------------
bool Shader::load(const char* vfile, const char* ffile)
{
// cleanup existing shaders first
cleanup();
// create program
m_pid = glCreateProgram();
// vertex shader
m_vid = load_and_compile(vfile, GL_VERTEX_SHADER);
if (!m_vid)
{
std::cerr << "Cannot compile vertex shader!\n";
return false;
}
glAttachShader(m_pid, m_vid);
// fragment shader
m_fid = load_and_compile(ffile, GL_FRAGMENT_SHADER);
if (!m_fid)
{
std::cerr << "Cannot compile fragment shader!\n";
return false;
}
glAttachShader(m_pid, m_fid);
// link program
if (!link())
{
std::cerr << "Cannot link program!\n";
return false;
}
return true;
}
//-----------------------------------------------------------------------------
bool Shader::link()
{
glLinkProgram(m_pid);
GLint status;
glGetProgramiv(m_pid, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
GLint length;
glGetProgramiv(m_pid, GL_INFO_LOG_LENGTH, &length);
auto* info = new GLchar[length + 1];
glGetProgramInfoLog(m_pid, length, nullptr, info);
std::cerr << "Shader: Cannot link program:\n" << info << std::endl;
delete[] info;
cleanup();
return false;
}
return true;
}
//-----------------------------------------------------------------------------
bool Shader::load(const char* filename, std::string& source)
{
std::ifstream ifs(filename);
if (!ifs)
{
std::cerr << "Shader: Cannot open file \"" << filename << "\"\n";
return false;
}
std::stringstream ss;
ss << ifs.rdbuf();
source = ss.str();
ifs.close();
return true;
}
//-----------------------------------------------------------------------------
GLint Shader::compile(const char* source, GLenum type)
{
// create shader
GLint id = glCreateShader(type);
if (!id)
{
std::cerr << "Shader: Cannot create shader object\n";
return 0;
}
// compile vertex shader
glShaderSource(id, 1, &source, nullptr);
glCompileShader(id);
// check compile status
GLint status;
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
GLint length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
auto* info = new GLchar[length + 1];
glGetShaderInfoLog(id, length, nullptr, info);
std::cerr << "Shader: Cannot compile shader\n" << info << std::endl;
delete[] info;
glDeleteShader(id);
return 0;
}
return id;
}
//-----------------------------------------------------------------------------
GLint Shader::load_and_compile(const char* filename, GLenum type)
{
std::string source;
if (!load(filename, source))
{
std::cerr << "Shader: Cannot open file \"" << filename << "\"\n";
return 0;
}
return compile(source.c_str(), type);
}
//-----------------------------------------------------------------------------
void Shader::use()
{
if (m_pid)
glUseProgram(m_pid);
}
//-----------------------------------------------------------------------------
void Shader::disable()
{
glUseProgram(0);
}
//-----------------------------------------------------------------------------
void Shader::bind_attrib(const char* name, GLuint index)
{
if (!m_pid)
return;
glBindAttribLocation(m_pid, index, name);
link(); // have to re-link now!
}
//-----------------------------------------------------------------------------
void Shader::set_uniform(const char* name, float value)
{
if (!m_pid)
return;
int location = glGetUniformLocation(m_pid, name);
if (location == -1)
{
std::cerr << "Invalid uniform location for: " << name << std::endl;
return;
}
glUniform1f(location, value);
}
//-----------------------------------------------------------------------------
void Shader::set_uniform(const char* name, int value)
{
if (!m_pid)
return;
int location = glGetUniformLocation(m_pid, name);
if (location == -1)
{
std::cerr << "Invalid uniform location for: " << name << std::endl;
return;
}
glUniform1i(location, value);
}
//-----------------------------------------------------------------------------
void Shader::set_uniform(const char* name, const vec3& vec)
{
if (!m_pid)
return;
int location = glGetUniformLocation(m_pid, name);
if (location == -1)
{
std::cerr << "Invalid uniform location for: " << name << std::endl;
return;
};
glUniform3f(location, vec[0], vec[1], vec[2]);
}
//-----------------------------------------------------------------------------
void Shader::set_uniform(const char* name, const vec4& vec)
{
if (!m_pid)
return;
int location = glGetUniformLocation(m_pid, name);
if (location == -1)
{
std::cerr << "Invalid uniform location for: " << name << std::endl;
return;
}
glUniform4f(location, vec[0], vec[1], vec[2], vec[3]);
}
//-----------------------------------------------------------------------------
void Shader::set_uniform(const char* name, const mat3& mat)
{
if (!m_pid)
return;
int location = glGetUniformLocation(m_pid, name);
if (location == -1)
{
std::cerr << "Invalid uniform location for: " << name << std::endl;
return;
}
glUniformMatrix3fv(location, 1, false, mat.data());
}
//-----------------------------------------------------------------------------
void Shader::set_uniform(const char* name, const mat4& mat)
{
if (!m_pid)
return;
int location = glGetUniformLocation(m_pid, name);
if (location == -1)
{
std::cerr << "Invalid uniform location for: " << name << std::endl;
return;
}
glUniformMatrix4fv(location, 1, false, mat.data());
}
//=============================================================================
} // namespace pmp
//=============================================================================