Skip to content

Instantly share code, notes, and snippets.

@jtsiomb
Last active November 19, 2017 00:43
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save jtsiomb/504a1021f922dce94ce155c2438f4a75 to your computer and use it in GitHub Desktop.
Save jtsiomb/504a1021f922dce94ce155c2438f4a75 to your computer and use it in GitHub Desktop.
OpenGL global uniform state tracking
#ifndef UNISTATE_H_
#define UNISTATE_H_
#include "vmath/vmath.h"
class ShaderProg;
enum StType {
ST_UNKNOWN,
ST_INT, ST_INT2, ST_INT3, ST_INT4,
ST_FLOAT, ST_FLOAT2, ST_FLOAT3, ST_FLOAT4,
ST_MATRIX3, ST_MATRIX4
};
int add_unistate(const char *name, StType type);
int get_unistate_index(const char *name);
/** set the uniform state identified by \param sidx by copying
* a number of elements from \param val. If \param count is 0
* then it's automatically set based on the type of this state item.
* @{ */
void set_unistate(int sidx, const int *val, int count = 0);
void set_unistate(int sidx, const float *val, int count = 0);
/// @}
/** get the uniform state identified by \param sidx by copying
* a number of elements into \param val. If \param count is 0
* then it's automatically set based on the type of this state item.
* @{ */
void get_unistate(int sidx, int *val, int count = 0);
void get_unistate(int sidx, float *val, int count = 0);
/// @}
/// convenience versions of set_unistate @{
void set_unistate(int sidx, int val);
void set_unistate(int sidx, float val);
void set_unistate(int sidx, const Vector2 &vec);
void set_unistate(int sidx, const Vector3 &vec);
void set_unistate(int sidx, const Vector4 &vec);
void set_unistate(int sidx, const Matrix3x3 &mat);
void set_unistate(int sidx, const Matrix4x4 &mat);
/// @}
/** convenience functions for setting the uniform state by name.
* if the name cannot be found in the current set of uniform state
* items, a new one is created with a type derived from the variant
* of the function that was called (which might not be what you want).
* The index of the state item is returned.
* @{ */
int set_unistate(const char *name, int *val, int count = 0);
int set_unistate(const char *name, float *val, int count = 0);
int set_unistate(const char *name, int val);
int set_unistate(const char *name, float val);
int set_unistate(const char *name, const Vector2 &vec);
int set_unistate(const char *name, const Vector3 &vec);
int set_unistate(const char *name, const Vector4 &vec);
int set_unistate(const char *name, const Matrix3x3 &mat);
int set_unistate(const char *name, const Matrix4x4 &mat);
/// @}
/// convenience versions of get_unistate @{
int get_unistate_int(int sidx);
float get_unistate_float(int sidx);
Vector2 get_unistate_vec2(int sidx);
Vector3 get_unistate_vec3(int sidx);
Vector4 get_unistate_vec4(int sidx);
Matrix3x3 get_unistate_mat3(int sidx);
Matrix4x4 get_unistate_mat4(int sidx);
/// @}
/// convenience versions of get_unistate for getting the uniform state by name @{
int get_unistate_int(const char *name);
float get_unistate_float(const char *name);
Vector2 get_unistate_vec2(const char *name);
Vector3 get_unistate_vec3(const char *name);
Vector4 get_unistate_vec4(const char *name);
Matrix3x3 get_unistate_mat3(const char *name);
Matrix4x4 get_unistate_mat4(const char *name);
/// @}
/** Prepare for rendering by setting up all the state uniforms in the shader sdr.
* If sdr is null, then use the "current" shader as per ShaderProg::current
*/
void setup_unistate(const ShaderProg *sdr = 0);
bool setup_unistate(int sidx, const ShaderProg *sdr, int loc);
bool setup_unistate(const char *name, const ShaderProg *sdr);
// special functions for setting the rendering pipeline matrices
void set_world_matrix(const Matrix4x4 &mat);
void set_view_matrix(const Matrix4x4 &mat);
void set_projection_matrix(const Matrix4x4 &mat);
void set_texture_matrix(const Matrix4x4 &mat);
Matrix4x4 get_world_matrix();
Matrix4x4 get_view_matrix();
Matrix4x4 get_projection_matrix();
Matrix4x4 get_texture_matrix();
void setup_gl_matrices(); // this shouldn't be needed in the final code
// TODO should do a matrix stack at some point ...
#endif // UNISTATE_H_
#ifndef SHADER_H_
#define SHADER_H_
#include <vector>
#include "vmath/vmath.h"
#include "opengl.h"
#include "dataset.h"
class ShaderProg;
void bind_shader(const ShaderProg *sdr);
const ShaderProg *get_current_shader();
class Shader {
private:
unsigned int sdr;
unsigned int type;
char *name;
public:
Shader();
~Shader();
unsigned int get_id() const;
unsigned int get_type() const;
void set_name(const char *name);
const char *get_name() const;
bool create(const char *src, unsigned int type);
void destroy();
bool load(const char *fname, unsigned int type);
};
#define VSDR(s) s, GL_VERTEX_SHADER
#define FSDR(s) s, GL_FRAGMENT_SHADER
#define PSDR(s) FSDR(s)
#define GSDR(s) s, GL_GEOMETRY_SHADER
#define TCSDR(s) s, GL_TESS_CONTROL_SHADER
#define TESDR(s) s, GL_TESS_EVALUATION_SHADER
class ShaderProg {
private:
unsigned int prog;
mutable bool must_link;
std::vector<Shader*> shaders;
struct StateLocCache { int sidx, loc; };
/** a cache of all st_ prefixed uniform locations and their corresponding
* index in the global uniform state vector (see unistate.h)
*/
mutable std::vector<StateLocCache> stloc_cache;
void cache_state_uniforms() const;
void setup_state_uniforms() const;
public:
static ShaderProg *current;
ShaderProg();
~ShaderProg();
/// returns the OpenGL object id for this shader program
unsigned int get_id() const;
/** takes a series of shaders, and constructs a program object by linking
* them together. Terminate with a null pointer (don't use 0!) */
bool create(Shader *sdr, ...);
/// same as above, but with a va_list instead of variable arguments.
bool create(Shader *sdr, va_list ap);
/** takes two shaders (vertex and pixel) and constructs a program object by
* linking them together. Either one can be null. */
bool create(Shader *vsdr, Shader *psdr);
/** takes a series of shader source/shader type pairs and constructs a program
* object by linking them together. Terminate with a null pointer (don't use 0!)
* You can use the VSDR, PSDR, GSDR, TCSDR, TESDR convenience macros for passing
* the pairs.
* Example: create(VSDR(vsrc0), VSDR(vsrc1), PSDR(psrc), NULL);
*/
bool create(const char *src, unsigned int type, ...);
/// same as above, but with a va_list instead of variable arguments.
bool create(const char *src, unsigned int type, va_list ap);
/** takes two shaders source strings (vertex and pixel) and constructs
* a program object by linking them together. Either one can be null. */
bool create(const char *vsrc, const char *psrc);
void destroy();
/** takes a series of shader filename/shader type pairs, loads the shaders and
* constructs a program object by linking them together. Terminate with a null
* pointer (don't use 0!). You can use the VSDR, PSDR, GSDR, TCSDR, TESDR convenience
* macros for passing the pairs.
* Example: load(VSDR("vsdr1.glsl"), VSDR("vsdr2.glsl"), PSDR("pixel.glsl"), NULL);
*/
bool load(const char *fname, unsigned int type, ...);
/// same as above, but with a va_list instead of variable arguments.
bool load(const char *fname, unsigned int type, va_list ap);
/** takes the filenames of two shader files (vertex and pixel), loads them and
* constructs a program object by linking them together. Either one can be null */
bool load(const char *vsrc, const char *psrc);
void add_shader(Shader *sdr);
bool link() const;
void bind() const;
int get_attrib_location(const char *name) const;
void set_attrib_location(const char *name, int loc) const;
int get_uniform_location(const char *name) const;
bool set_uniform(int loc, int val) const;
bool set_uniform(int loc, float val) const;
bool set_uniform(int loc, const Vector2 &v) const;
bool set_uniform(int loc, const Vector3 &v) const;
bool set_uniform(int loc, const Vector4 &v) const;
bool set_uniform(int loc, const Matrix3x3 &m) const;
bool set_uniform(int loc, const Matrix4x4 &m) const;
bool set_uniform(const char *name, int val) const;
bool set_uniform(const char *name, float val) const;
bool set_uniform(const char *name, const Vector2 &v) const;
bool set_uniform(const char *name, const Vector3 &v) const;
bool set_uniform(const char *name, const Vector4 &v) const;
bool set_uniform(const char *name, const Matrix3x3 &m) const;
bool set_uniform(const char *name, const Matrix4x4 &m) const;
friend void setup_unistate(const ShaderProg*);
};
class ShaderSet : public DataSet<Shader*> {
private:
unsigned int type;
public:
ShaderSet(unsigned int type);
};
#endif // SHADER_H_
#include <map>
#include <vector>
#include "unistate.h"
#include "shader.h"
#include "logger.h"
struct StateItem {
StType type;
union {
int ival[4];
float fval[16];
};
int transpose; // for matrices
};
static const char *typestr(StType type);
static int type_nelem(StType type);
static StType float_type(int elem);
static StType int_type(int elem);
std::vector<StateItem> state;
std::map<std::string, int> stateidx;
int add_unistate(const char *name, StType type)
{
static const float ident3[] = {1, 0, 0, 0, 1, 0, 0, 0, 1};
static const float ident4[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
if(stateidx.find(name) != stateidx.end()) {
return stateidx[name];
}
StateItem sitem;
memset(&sitem, 0, sizeof sitem);
sitem.type = type;
// initialize to a reasonable default value
switch(type) {
case ST_MATRIX3:
memcpy(sitem.fval, ident3, sizeof ident3);
break;
case ST_MATRIX4:
memcpy(sitem.fval, ident4, sizeof ident4);
break;
default:
break; // in all other cases leave it zero (see memset above)
}
int sidx = state.size();
state.push_back(sitem);
stateidx[name] = sidx;
debug_log("adding uniform state [%d]: %s %s\n", sidx, typestr(sitem.type), name);
return sidx;
}
int get_unistate_index(const char *name)
{
std::map<std::string, int>::const_iterator it = stateidx.find(name);
if(it != stateidx.end()) {
return it->second;
}
return -1;
}
#define CHECK_INDEX(i) \
if(i < 0 || i >= (int)state.size()) return
#define CHECK_COUNT(count, type) \
do { \
int max_elem = type_nelem(type); \
if(!(count) || (count) > max_elem) { \
count = max_elem; \
} \
} while(0)
void set_unistate(int sidx, const int *val, int count)
{
CHECK_INDEX(sidx);
CHECK_COUNT(count, state[sidx].type);
memcpy(state[sidx].ival, val, count * sizeof *state[sidx].ival);
}
void set_unistate(int sidx, const float *val, int count)
{
CHECK_INDEX(sidx);
CHECK_COUNT(count, state[sidx].type);
memcpy(state[sidx].fval, val, count * sizeof *state[sidx].fval);
state[sidx].transpose = 0;
}
void get_unistate(int sidx, int *val, int count)
{
CHECK_INDEX(sidx);
CHECK_COUNT(count, state[sidx].type);
memcpy(val, state[sidx].ival, count * sizeof *val);
}
void get_unistate(int sidx, float *val, int count)
{
CHECK_INDEX(sidx);
CHECK_COUNT(count, state[sidx].type);
memcpy(val, state[sidx].fval, count * sizeof *val);
}
void set_unistate(int sidx, int val)
{
set_unistate(sidx, &val, 1);
}
void set_unistate(int sidx, float val)
{
set_unistate(sidx, &val, 1);
}
void set_unistate(int sidx, const Vector2 &vec)
{
set_unistate(sidx, &vec.x, 2);
}
void set_unistate(int sidx, const Vector3 &vec)
{
set_unistate(sidx, &vec.x, 3);
}
void set_unistate(int sidx, const Vector4 &vec)
{
set_unistate(sidx, &vec.x, 4);
}
void set_unistate(int sidx, const Matrix3x3 &mat)
{
set_unistate(sidx, mat[0], 9);
state[sidx].transpose = 1;
}
void set_unistate(int sidx, const Matrix4x4 &mat)
{
set_unistate(sidx, mat[0], 16);
state[sidx].transpose = 1;
}
int set_unistate(const char *name, int *val, int count)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
StType type = int_type(count);
if(type == ST_UNKNOWN) {
error_log("invalid element count (%d) while setting previously unknown unistate item \"%s\"\n",
count, name);
return -1;
}
sidx = add_unistate(name, type);
}
set_unistate(sidx, val);
return sidx;
}
int set_unistate(const char *name, float *val, int count)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
StType type = float_type(count);
if(type == ST_UNKNOWN) {
error_log("invalid element count (%d) while setting previously unknown unistate item \"%s\"\n",
count, name);
return -1;
}
sidx = add_unistate(name, type);
}
set_unistate(sidx, val);
return sidx;
}
int set_unistate(const char *name, int val)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
sidx = add_unistate(name, ST_INT);
}
set_unistate(sidx, val);
return sidx;
}
int set_unistate(const char *name, float val)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
sidx = add_unistate(name, ST_FLOAT);
}
set_unistate(sidx, val);
return sidx;
}
int set_unistate(const char *name, const Vector2 &vec)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
sidx = add_unistate(name, ST_FLOAT2);
}
set_unistate(sidx, vec);
return sidx;
}
int set_unistate(const char *name, const Vector3 &vec)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
sidx = add_unistate(name, ST_FLOAT3);
}
set_unistate(sidx, vec);
return sidx;
}
int set_unistate(const char *name, const Vector4 &vec)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
sidx = add_unistate(name, ST_FLOAT4);
}
set_unistate(sidx, vec);
return sidx;
}
int set_unistate(const char *name, const Matrix3x3 &mat)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
sidx = add_unistate(name, ST_MATRIX3);
}
set_unistate(sidx, mat);
return sidx;
}
int set_unistate(const char *name, const Matrix4x4 &mat)
{
int sidx = get_unistate_index(name);
if(sidx < 0) {
sidx = add_unistate(name, ST_MATRIX4);
}
set_unistate(sidx, mat);
return sidx;
}
int get_unistate_int(int sidx)
{
int val = 0;
get_unistate(sidx, &val, 1);
return val;
}
float get_unistate_float(int sidx)
{
float val = 0.0f;
get_unistate(sidx, &val, 1);
return val;
}
Vector2 get_unistate_vec2(int sidx)
{
float val[2] = {0.0f, 0.0f};
get_unistate(sidx, val, 2);
return Vector2(val[0], val[1]);
}
Vector3 get_unistate_vec3(int sidx)
{
float val[3] = {0.0f, 0.0f, 0.0f};
get_unistate(sidx, val, 3);
return Vector3(val[0], val[1], val[2]);
}
Vector4 get_unistate_vec4(int sidx)
{
float val[4] = {0.0f, 0.0f, 0.0f};
get_unistate(sidx, val, 4);
return Vector4(val[0], val[1], val[2], val[3]);
}
Matrix3x3 get_unistate_mat3(int sidx)
{
Matrix3x3 res;
get_unistate(sidx, res.m[0], 9);
return res;
}
Matrix4x4 get_unistate_mat4(int sidx)
{
Matrix4x4 res;
get_unistate(sidx, res.m[0], 16);
return res;
}
int get_unistate_int(const char *name)
{
int sidx = get_unistate_index(name);
if(sidx == -1) {
return 0;
}
return get_unistate_int(sidx);
}
float get_unistate_float(const char *name)
{
int sidx = get_unistate_index(name);
if(sidx == -1) {
return 0.0f;
}
return get_unistate_float(sidx);
}
Vector2 get_unistate_vec2(const char *name)
{
int sidx = get_unistate_index(name);
if(sidx == -1) {
return Vector2();
}
return get_unistate_vec2(sidx);
}
Vector3 get_unistate_vec3(const char *name)
{
int sidx = get_unistate_index(name);
if(sidx == -1) {
return Vector3();
}
return get_unistate_vec3(sidx);
}
Vector4 get_unistate_vec4(const char *name)
{
int sidx = get_unistate_index(name);
if(sidx == -1) {
return Vector4();
}
return get_unistate_vec4(sidx);
}
Matrix3x3 get_unistate_mat3(const char *name)
{
int sidx = get_unistate_index(name);
if(sidx == -1) {
return Matrix3x3();
}
return get_unistate_mat3(sidx);
}
Matrix4x4 get_unistate_mat4(const char *name)
{
int sidx = get_unistate_index(name);
if(sidx == -1) {
return Matrix4x4();
}
return get_unistate_mat4(sidx);
}
void setup_unistate(const ShaderProg *sdr)
{
if(!sdr) {
if(!(sdr = ShaderProg::current)) {
return;
}
}
sdr->setup_state_uniforms();
}
bool setup_unistate(int sidx, const ShaderProg *sdr, int loc)
{
if(loc < 0 || sidx < 0 || sidx >= (int)state.size()) {
return false;
}
CHECKGLERR;
glUseProgram(sdr->get_id());
CHECKGLERR;
switch(state[sidx].type) {
case ST_INT:
glUniform1iv(loc, 1, state[sidx].ival);
break;
case ST_INT2:
glUniform2iv(loc, 1, state[sidx].ival);
break;
case ST_INT3:
glUniform3iv(loc, 1, state[sidx].ival);
break;
case ST_INT4:
glUniform4iv(loc, 1, state[sidx].ival);
break;
case ST_FLOAT:
glUniform1fv(loc, 1, state[sidx].fval);
break;
case ST_FLOAT2:
glUniform2fv(loc, 1, state[sidx].fval);
break;
case ST_FLOAT3:
glUniform3fv(loc, 1, state[sidx].fval);
break;
case ST_FLOAT4:
glUniform4fv(loc, 1, state[sidx].fval);
break;
case ST_MATRIX3:
#ifdef GL_ES_VERSION_2_0
{
float tmat[9], *ptr = tmat;
for(int i=0; i<3; i++) {
for(int j=0; j<3; j++) {
*ptr++ = state[sidx].fval[j * 3 + i];
}
}
glUniformMatrix3fv(loc, 1, GL_FALSE, tmat);
}
#else
glUniformMatrix3fv(loc, 1, state[sidx].transpose, state[sidx].fval);
#endif
break;
case ST_MATRIX4:
#ifdef GL_ES_VERSION_2_0
{
float tmat[16], *ptr = tmat;
for(int i=0; i<4; i++) {
for(int j=0; j<4; j++) {
*ptr++ = state[sidx].fval[j * 4 + i];
}
}
glUniformMatrix4fv(loc, 1, GL_FALSE, tmat);
}
#else
glUniformMatrix4fv(loc, 1, state[sidx].transpose, state[sidx].fval);
#endif
break;
default:
return false;
}
CHECKGLERR;
return true;
}
bool setup_unistate(const char *name, const ShaderProg *sdr)
{
int loc = sdr->get_uniform_location(name);
if(loc == -1) {
return false;
}
return setup_unistate(get_unistate_index(name), sdr, loc);
}
void set_world_matrix(const Matrix4x4 &mat)
{
static int sidx = -1, sidx_transp, sidx_mat3;
if(sidx == -1) {
sidx = add_unistate("st_world_matrix", ST_MATRIX4);
sidx_mat3 = add_unistate("st_world_matrix3", ST_MATRIX3);
sidx_transp = add_unistate("st_world_matrix_transpose", ST_MATRIX4);
}
set_unistate(sidx, mat);
set_unistate(sidx_mat3, Matrix3x3(mat));
set_unistate(sidx_transp, mat[0]); // by using the float* variant, we unset the transpose flag
}
void set_view_matrix(const Matrix4x4 &mat)
{
static int sidx = -1, sidx_transp, sidx_mat3;
if(sidx == -1) {
sidx = add_unistate("st_view_matrix", ST_MATRIX4);
sidx_mat3 = add_unistate("st_view_matrix3", ST_MATRIX3);
sidx_transp = add_unistate("st_view_matrix_transpose", ST_MATRIX4);
}
set_unistate(sidx, mat);
set_unistate(sidx_mat3, Matrix3x3(mat));
set_unistate(sidx_transp, mat[0]); // by using the float* variant, we unset the transpose flag
}
void set_projection_matrix(const Matrix4x4 &mat)
{
static int sidx = -1;
if(sidx == -1) {
sidx = add_unistate("st_proj_matrix", ST_MATRIX4);
}
set_unistate(sidx, mat);
}
void set_texture_matrix(const Matrix4x4 &mat)
{
static int sidx = -1;
if(sidx == -1) {
sidx = add_unistate("st_tex_matrix", ST_MATRIX4);
}
set_unistate(sidx, mat);
}
Matrix4x4 get_world_matrix()
{
static int sidx = -1;
if(sidx == -1) {
if((sidx = get_unistate_index("st_world_matrix")) == -1) {
return Matrix4x4();
}
}
return get_unistate_mat4(sidx);
}
Matrix4x4 get_view_matrix()
{
static int sidx = -1;
if(sidx == -1) {
if((sidx = get_unistate_index("st_view_matrix")) == -1) {
return Matrix4x4();
}
}
return get_unistate_mat4(sidx);
}
Matrix4x4 get_projection_matrix()
{
static int sidx = -1;
if(sidx == -1) {
if((sidx = get_unistate_index("st_proj_matrix")) == -1) {
return Matrix4x4();
}
}
return get_unistate_mat4(sidx);
}
Matrix4x4 get_texture_matrix()
{
static int sidx = -1;
if(sidx == -1) {
if((sidx = get_unistate_index("st_tex_matrix")) == -1) {
return Matrix4x4();
}
}
return get_unistate_mat4(sidx);
}
void setup_gl_matrices()
{
#ifdef USE_OLDGL
Matrix4x4 modelview = get_view_matrix() * get_world_matrix();
Matrix4x4 proj = get_projection_matrix();
Matrix4x4 tex = get_texture_matrix();
glMatrixMode(GL_TEXTURE);
glLoadTransposeMatrixf(tex[0]);
glMatrixMode(GL_PROJECTION);
glLoadTransposeMatrixf(proj[0]);
glMatrixMode(GL_MODELVIEW);
glLoadTransposeMatrixf(modelview[0]);
#endif
}
static const char *typestr(StType type)
{
switch(type) {
case ST_INT:
return "int";
case ST_INT2:
return "ivec2";
case ST_INT3:
return "ivec3";
case ST_INT4:
return "ivec4";
case ST_FLOAT:
return "float";
case ST_FLOAT2:
return "vec2";
case ST_FLOAT3:
return "vec3";
case ST_FLOAT4:
return "vec4";
case ST_MATRIX3:
return "mat3";
case ST_MATRIX4:
return "mat4";
default:
break;
}
return "<unknown>";
}
static int type_nelem(StType type)
{
switch(type) {
case ST_INT:
case ST_FLOAT:
return 1;
case ST_INT2:
case ST_FLOAT2:
return 2;
case ST_INT3:
case ST_FLOAT3:
return 3;
case ST_INT4:
case ST_FLOAT4:
return 4;
case ST_MATRIX3:
return 9;
case ST_MATRIX4:
return 16;
default:
break;
}
return 0;
}
static StType float_type(int elem)
{
switch(elem) {
case 1:
return ST_FLOAT;
case 2:
return ST_FLOAT2;
case 3:
return ST_FLOAT3;
case 4:
return ST_FLOAT4;
case 9:
return ST_MATRIX3;
case 16:
return ST_MATRIX4;
default:
break;
}
return ST_UNKNOWN;
}
static StType int_type(int elem)
{
switch(elem) {
case 1:
return ST_INT;
case 2:
return ST_INT2;
case 3:
return ST_INT3;
case 4:
return ST_INT4;
default:
break;
}
return ST_UNKNOWN;
}
#include <stdio.h>
#include <string.h>
#include <stdarg.h>
#include <errno.h>
#include "opengl.h"
#include "shader.h"
#include "logger.h"
#include "unistate.h"
#include "mesh.h"
#include "assman.h"
#ifdef _WIN32
#include <malloc.h>
#else
#include <alloca.h>
#endif
#ifdef __GLEW_H__
#define HAVE_GEOMETRY_SHADER
#define HAVE_TESSELATION_SHADER
#endif
static void bind_standard_attr(const ShaderProg *prog);
static const char *strtype(unsigned int type);
ShaderProg *ShaderProg::current;
void bind_shader(const ShaderProg *sdr)
{
if(sdr) {
sdr->bind();
} else {
#ifndef GL_ES_VERSION_2_0
glUseProgram(0);
ShaderProg::current = 0;
#endif
}
}
const ShaderProg *get_current_shader()
{
return ShaderProg::current;
}
Shader::Shader()
{
sdr = type = 0;
name = 0;
}
Shader::~Shader()
{
destroy();
}
unsigned int Shader::get_id() const
{
return sdr;
}
unsigned int Shader::get_type() const
{
return type;
}
void Shader::set_name(const char *name)
{
delete [] this->name;
this->name = new char[strlen(name) + 1];
strcpy(this->name, name);
}
const char *Shader::get_name() const
{
return name;
}
bool Shader::create(const char *src, unsigned int type)
{
#if !GL_ES_VERSION_2_0
const char *src_arr[] = {src};
#else
const char *src_arr[] = { "precision mediump float; ", src };
#endif
this->type = type;
if(!sdr) {
sdr = glCreateShader(type);
}
info_log("compiling shader: %s... ", name ? name : "");
glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
glCompileShader(sdr);
int status;
glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
info_log(status ? "success\n" : "failed\n");
int info_len;
glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
if(info_len > 1) {
char *buf = (char*)alloca(info_len);
glGetShaderInfoLog(sdr, info_len, 0, buf);
buf[info_len - 1] = 0;
if(status) {
info_log("%s\n", buf);
} else {
error_log("%s\n", buf);
}
}
return status == GL_TRUE;
}
void Shader::destroy()
{
if(sdr) {
glDeleteShader(sdr);
}
sdr = type = 0;
delete [] name;
name = 0;
}
bool Shader::load(const char *fname, unsigned int type)
{
ass_file *fp;
if(!(fp = ass_fopen(fname, "rb"))) {
error_log("failed to open %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
return false;
}
ass_fseek(fp, 0, SEEK_END);
long sz = ass_ftell(fp);
ass_fseek(fp, 0, SEEK_SET);
char *src = (char*)alloca(sz + 1);
if(ass_fread(src, 1, sz, fp) < (size_t)sz) {
error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
ass_fclose(fp);
return false;
}
src[sz] = 0;
ass_fclose(fp);
set_name(fname);
return create(src, type);
}
// ---- shader program ----
ShaderProg::ShaderProg()
{
prog = 0;
must_link = true;
}
ShaderProg::~ShaderProg()
{
destroy();
}
unsigned int ShaderProg::get_id() const
{
return prog;
}
bool ShaderProg::create(const char *src, unsigned int type, ...)
{
va_list ap;
va_start(ap, type);
bool res = create(src, type, ap);
va_end(ap);
return res;
}
bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
{
destroy();
prog = glCreateProgram();
while(src) {
Shader *sdr = new Shader;
if(!sdr->create(src, type)) {
delete sdr;
return false;
}
add_shader(sdr);
src = va_arg(ap, const char*);
type = va_arg(ap, unsigned int);
}
return link();
}
bool ShaderProg::create(const char *vsrc, const char *psrc)
{
return create(VSDR(vsrc), PSDR(psrc), 0);
}
bool ShaderProg::create(Shader *sdr, ...)
{
va_list ap;
va_start(ap, sdr);
bool res = create(sdr, ap);
va_end(ap);
return res;
}
bool ShaderProg::create(Shader *sdr, va_list ap)
{
destroy();
prog = glCreateProgram();
while(sdr) {
add_shader(sdr);
sdr = va_arg(ap, Shader*);
}
return link();
}
bool ShaderProg::create(Shader *vsdr, Shader *psdr)
{
return create(vsdr, psdr, 0);
}
void ShaderProg::destroy()
{
if(prog) {
glDeleteProgram(prog);
}
prog = 0;
shaders.clear();
// don't actually destroy the shaders, let the ShaderSet own them
}
bool ShaderProg::load(const char *fname, unsigned int type, ...)
{
va_list ap;
va_start(ap, type);
bool res = load(fname, type, ap);
va_end(ap);
return res;
}
bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
{
destroy();
prog = glCreateProgram();
while(fname) {
Shader *sdr = new Shader;
if(!sdr->load(fname, type)) {
delete sdr;
return false;
}
add_shader(sdr);
if((fname = va_arg(ap, const char*))) {
type = va_arg(ap, unsigned int);
}
}
return link();
}
bool ShaderProg::load(const char *vfname, const char *pfname)
{
return load(VSDR(vfname), PSDR(pfname), 0);
}
void ShaderProg::add_shader(Shader *sdr)
{
glAttachShader(prog, sdr->get_id());
}
bool ShaderProg::link() const
{
bind_standard_attr(this);
CHECKGLERR;
info_log("linking program ... ");
glLinkProgram(prog);
int status;
glGetProgramiv(prog, GL_LINK_STATUS, &status);
info_log(status ? "success\n" : "failed\n");
int info_len;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
if(info_len > 1) {
char *buf = (char*)alloca(info_len);
glGetProgramInfoLog(prog, info_len, 0, buf);
buf[info_len - 1] = 0;
if(status) {
info_log("%s\n", buf);
} else {
error_log("%s\n", buf);
}
}
if(status) {
must_link = false;
cache_state_uniforms();
return true;
}
return false;
}
void ShaderProg::bind() const
{
CHECKGLERR;
if(must_link) {
if(!link()) {
return;
}
}
CHECKGLERR;
glUseProgram(prog);
ShaderProg::current = (ShaderProg*)this;
setup_state_uniforms();
}
int ShaderProg::get_attrib_location(const char *name) const
{
bind();
return glGetAttribLocation(prog, name);
}
void ShaderProg::set_attrib_location(const char *name, int loc) const
{
glBindAttribLocation(prog, loc, name);
must_link = true;
}
int ShaderProg::get_uniform_location(const char *name) const
{
bind();
return glGetUniformLocation(prog, name);
}
bool ShaderProg::set_uniform(int loc, int val) const
{
bind();
if(loc >= 0) {
glUniform1i(loc, val);
return true;
}
return false;
}
bool ShaderProg::set_uniform(int loc, float val) const
{
bind();
if(loc >= 0) {
glUniform1f(loc, val);
return true;
}
return false;
}
bool ShaderProg::set_uniform(int loc, const Vector2 &v) const
{
bind();
if(loc >= 0) {
glUniform2f(loc, v.x, v.y);
return true;
}
return false;
}
bool ShaderProg::set_uniform(int loc, const Vector3 &v) const
{
bind();
if(loc >= 0) {
glUniform3f(loc, v.x, v.y, v.z);
return true;
}
return false;
}
bool ShaderProg::set_uniform(int loc, const Vector4 &v) const
{
bind();
if(loc >= 0) {
glUniform4f(loc, v.x, v.y, v.z, v.w);
return true;
}
return false;
}
bool ShaderProg::set_uniform(int loc, const Matrix3x3 &m) const
{
bind();
if(loc >= 0) {
glUniformMatrix3fv(loc, 1, GL_TRUE, m[0]);
return true;
}
return false;
}
bool ShaderProg::set_uniform(int loc, const Matrix4x4 &m) const
{
bind();
if(loc >= 0) {
glUniformMatrix4fv(loc, 1, GL_TRUE, m[0]);
return true;
}
return false;
}
bool ShaderProg::set_uniform(const char *name, int val) const
{
return set_uniform(get_uniform_location(name), val);
}
bool ShaderProg::set_uniform(const char *name, float val) const
{
return set_uniform(get_uniform_location(name), val);
}
bool ShaderProg::set_uniform(const char *name, const Vector2 &v) const
{
return set_uniform(get_uniform_location(name), v);
}
bool ShaderProg::set_uniform(const char *name, const Vector3 &v) const
{
return set_uniform(get_uniform_location(name), v);
}
bool ShaderProg::set_uniform(const char *name, const Vector4 &v) const
{
return set_uniform(get_uniform_location(name), v);
}
bool ShaderProg::set_uniform(const char *name, const Matrix3x3 &m) const
{
return set_uniform(get_uniform_location(name), m);
}
bool ShaderProg::set_uniform(const char *name, const Matrix4x4 &m) const
{
return set_uniform(get_uniform_location(name), m);
}
static StType unist_type(GLenum type)
{
switch(type) {
case GL_FLOAT:
return ST_FLOAT;
case GL_FLOAT_VEC2:
return ST_FLOAT2;
case GL_FLOAT_VEC3:
return ST_FLOAT3;
case GL_FLOAT_VEC4:
return ST_FLOAT4;
case GL_INT:
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
#if !GL_ES_VERSION_2_0
case GL_SAMPLER_1D:
case GL_SAMPLER_3D:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
#endif
return ST_INT;
case GL_INT_VEC2:
return ST_INT2;
case GL_INT_VEC3:
return ST_INT3;
case GL_INT_VEC4:
return ST_INT4;
case GL_FLOAT_MAT3:
return ST_MATRIX3;
case GL_FLOAT_MAT4:
return ST_MATRIX4;
default:
break;
}
return ST_UNKNOWN;
}
void ShaderProg::cache_state_uniforms() const
{
if(!glIsProgram(prog)) {
return;
}
int num_uni;
glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
char name[256];
for(int i=0; i<num_uni; i++) {
GLint sz;
GLenum type;
glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
if(strstr(name, "st_") == name) {
StateLocCache s;
s.sidx = add_unistate(name, unist_type(type));
s.loc = glGetUniformLocation(prog, name);
stloc_cache.push_back(s);
}
}
}
void ShaderProg::setup_state_uniforms() const
{
#ifdef USE_OLDGL
setup_gl_matrices();
#endif
for(size_t i=0; i<stloc_cache.size(); i++) {
setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
CHECKGLERR;
}
}
// ---- ShaderSet ----
static Shader *load_shader(const char *fname, unsigned int type)
{
Shader *sdr = new Shader;
if(!sdr->load(fname, type)) {
delete sdr;
return 0;
}
return sdr;
}
static Shader *load_vertex_shader(const char *fname)
{
return load_shader(fname, GL_VERTEX_SHADER);
}
static Shader *load_pixel_shader(const char *fname)
{
return load_shader(fname, GL_FRAGMENT_SHADER);
}
#ifdef HAVE_GEOMETRY_SHADER
static Shader *load_geom_shader(const char *fname)
{
return load_shader(fname, GL_GEOMETRY_SHADER);
}
#endif
#ifdef HAVE_TESSELATION_SHADER
static Shader *load_tc_shader(const char *fname)
{
return load_shader(fname, GL_TESS_CONTROL_SHADER);
}
static Shader *load_te_shader(const char *fname)
{
return load_shader(fname, GL_TESS_EVALUATION_SHADER);
}
#endif
static void destroy_shader(Shader *sdr)
{
delete sdr;
}
ShaderSet::ShaderSet(unsigned int type)
: DataSet<Shader*>(0, destroy_shader)
{
this->type = type;
switch(type) {
case GL_VERTEX_SHADER:
load = load_vertex_shader;
break;
case GL_FRAGMENT_SHADER:
load = load_pixel_shader;
break;
#ifdef HAVE_GEOMETRY_SHADER
case GL_GEOMETRY_SHADER:
load = load_geom_shader;
break;
#endif
#ifdef HAVE_TESSELATION_SHADER
case GL_TESS_CONTROL_SHADER:
load = load_tc_shader;
break;
case GL_TESS_EVALUATION_SHADER:
load = load_te_shader;
break;
#endif
default:
error_log("ShaderSet constructed with invalid shader type!\n");
}
}
static struct {
const char *name;
int loc;
} attr_loc[] = {
{"attr_vertex", MESH_ATTR_VERTEX},
{"attr_normal", MESH_ATTR_NORMAL},
{"attr_tangent", MESH_ATTR_TANGENT},
{"attr_texcoord", MESH_ATTR_TEXCOORD},
{"attr_color", MESH_ATTR_COLOR},
{"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
{"attr_boneidx", MESH_ATTR_BONEIDX}
};
static void bind_standard_attr(const ShaderProg *prog)
{
// we must link once to find out which are the active attributes
glLinkProgram(prog->get_id());
int num_attr;
glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
char name[256];
for(int i=0; i<num_attr; i++) {
GLint sz;
GLenum type;
glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
if(strcmp(name, attr_loc[j].name) == 0) {
prog->set_attrib_location(name, attr_loc[j].loc);
}
}
}
}
static const char *strtype(unsigned int type)
{
switch(type) {
case GL_VERTEX_SHADER:
return "vertex";
case GL_FRAGMENT_SHADER:
return "fragment";
#ifdef HAVE_GEOMETRY_SHADER
case GL_GEOMETRY_SHADER:
return "geometry";
#endif
#ifdef HAVE_TESSELATION_SHADER
case GL_TESS_CONTROL_SHADER:
return "tesselation control";
case GL_TESS_EVALUATION_SHADER:
return "tesselation evaluation";
#endif
default:
break;
}
return "<unknown>";
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment