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stim/gl/rts_glShaderProgram.h 7.62 KB
7006df5f   David Mayerich   reformat of direc...
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  #ifndef RTS_GLSHADERPROGRAM_H

  #define RTS_GLSHADERPROGRAM_H

  

  /*********************************************************

  //create a shader program

  	rts_glShaderProgram myProgram;

  //initialize

  	myProgram.Init();

  //Attach shaders

  	myProgram.AttachShader(GL_FRAGMENT_SHADER, "filename.glsl");

  //Compile and link

  	myProgram.Compile();

  	myProgram.Link();

  	myProgram.PrintLog();

  //attach uniform variables

  	myProgram.AttachTextureMap("texture", texture);

  	myProgram.AttachGlobalUniform("light_intensity", &intensity);

  

  //use the program

  	myProgram.BeginProgram();

  	//render

  	myProgram.EndProgram();

  **********************************************************/

  

  

  #include "rts_glShaderObject.h"

  #include "rts_glShaderUniform.h"

  #include "rts_glTextureMap.h"

  #include <algorithm>

  

  using namespace std;

  

  class rts_glShaderProgram

  {

  private:

  	void get_uniforms()

  	{

  		GLint num_uniforms;

  		glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &num_uniforms);		//get the number of uniform variables

  		GLint max_name_length;

  		glGetProgramiv(id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_name_length);	//get the maximum uniform name length

  		GLchar* name_buffer = new GLchar[max_name_length];			//create a buffer to store the name

  		GLsizei length;						//I'm not using these yet

  		GLint size;

  		GLenum type;						//variable's data type

  		GLint location;						//GPU location of the variable

  		for(int i=0; i<num_uniforms; i++)		//create an rts_glShaderUniform structure for each variable

  		{

  			glGetActiveUniform(id, i, max_name_length, &length, &size, &type, name_buffer);	//get the uniform information

  			location = glGetUniformLocation(id, name_buffer);		//get the GPU location of the variable

  			//create the rts_glShaderUniform structure

  			rts_glShaderUniform current;

  			current.location = location;

  			current.name = name_buffer;

  			current.type = type;

  			current.p_value = NULL;

  

  

  			uniform_list.push_back(current);

  		}

  

  	}

  	int get_index(const char* name)

  	{

  		unsigned int size = uniform_list.size();

  		for(unsigned int i=0; i<size; i++)

  		{

  			if(uniform_list[i].name == name)

  				return i;

  		}

  		return -1;

  	}

  	string log;

  public:

  	GLuint id;

  	bool linked;

  	vector<rts_glShaderObject> shader_list;	//list of opengl shaders

  	vector<rts_glShaderUniform> uniform_list;	//list of active uniform variables

  	vector<rts_glTextureMap> texture_list;		//list of texture maps

  

  	rts_glShaderProgram()

  	{

  		linked = false;

  		id = 0;

  	}

  	void AttachShader(rts_glShaderObject shader)

  	{

  		if(id == 0)

  		{

  			Init();

  		}

  		if(shader.id == 0)	//if the shader is invalid

  		{

  			log = "Shader is invalid";

  			return;

  		}

  

  		//attach the shader to the program

  		glAttachShader(id, shader.id);			//attach the shader to the program in OpenGL

  		CHECK_OPENGL_ERROR

  		shader_list.push_back(shader);			//push the shader onto our list for later access

  	}

  	//type = GL_FRAGMENT_SHADER or GL_VERTEX_SHADER

  	void AttachShader(GLenum type, const char* filename)

  	{

  		rts_glShaderObject shader(type, filename);

  		AttachShader(shader);

  	}

  	void AttachShader(GLenum type, rtsSourceCode source)

  	{

  		rts_glShaderObject shader(type, source);

  		AttachShader(shader);

  	}

  	void PrintLog()

  	{

  		cout<<log;
  
  		if(log.size() != 0) cout<<endl;

  	}

  	void Compile()

  	{

  		if(shader_list.size() == 0)

  		{

  			log = "No shaders to compile";

  			return;

  		}

  

  		vector<rts_glShaderObject>::iterator iter;

  		for(iter = shader_list.begin(); iter != shader_list.end(); iter++)

  		{

  			(*iter).Compile();

  			//(*iter).PrintLog();

  		}

  	}

  	void Link()

  	{

  		glLinkProgram(id);				//link the current shader program

  		GLint link_status;				//test to see if the link went alright

  		glGetProgramiv(id, GL_LINK_STATUS, &link_status);

  		if(link_status != GL_TRUE)

  		{

  			linked = false;

  		}

  		else

  			linked = true;

  

  		GLsizei length;

  		GLchar buffer[1000];

  		glGetProgramInfoLog(id, 1000, &length, buffer);

  		log = buffer;

  

  		get_uniforms();			//create the list of active uniform variables

  	}

  	void BeginProgram()

  	{

  		CHECK_OPENGL_ERROR

  		if(id == 0)				//if the program is invalid, return

  		{

  			log = "Invalid program, cannot use.";

  			return;

  		}

  		if(!linked)

  		{

  			cout<<"Shader Program used without being linked."<<endl;

  			//exit(1);

  		}

  

  		//set up all of the texture maps

  		int num_textures = texture_list.size();

  

  		for(int t=0; t<num_textures; t++)

  		{

  			glActiveTexture(GL_TEXTURE0 + t);

  			CHECK_OPENGL_ERROR

  			//glEnable(texture_list[t].texture_type);

  			//CHECK_OPENGL_ERROR

  			glBindTexture(texture_list[t].texture_type, texture_list[t].name);

  			CHECK_OPENGL_ERROR

  		}

  

  		glUseProgram(id);

  		CHECK_OPENGL_ERROR

  	}

  	void EndProgram()

  	{

  		CHECK_OPENGL_ERROR

  		//return standard functionality

  		int num_textures = texture_list.size();

  

  		//disable all texture units

  		for(int t=0; t<num_textures; t++)

  		{

  			glActiveTexture(GL_TEXTURE0 + t);

  			glDisable(texture_list[t].texture_type);

  			CHECK_OPENGL_ERROR

  		}

  		//make sure that the single default texture unit is active

  		if(num_textures > 0)

  			glActiveTexture(GL_TEXTURE0);

  		CHECK_OPENGL_ERROR

  

  		//return to OpenGL default shading

  		glUseProgram(0);

  		CHECK_OPENGL_ERROR

  	}

  	void PrintUniforms()

  	{

  		cout<<"Shader Uniforms: "<<endl;

  		unsigned int i;

  		for(i=0; i<uniform_list.size(); i++)

  		{

  			cout<<i<<":  "<<uniform_list[i].name<<"          "<<uniform_list[i].location<<endl;

  		}

  	}

  	void AttachGlobalUniform(unsigned int index, void* param)		//attaches a global variable to the indexed uniform parameter

  	{

  		uniform_list[index].p_value = param;

  	}

  	void AttachGlobalUniform(const char* name, void* param)

  	{

  		//find the index of the shader

  		int index = get_index(name);

  		if(index != -1)

  			AttachGlobalUniform(index, param);

  		else

  		{

  			string strError = "Error finding uniform variable: ";

  			strError += name;

  			cout<<strError<<endl;

  		}

  	}

  	void AttachTextureMap(unsigned int index, rts_glTextureMap texture)	//attaches a texture map to the program

  	{

  		//if there is not a texture map assigned to the variable

  		if(uniform_list[index].p_value == NULL)

  		{

  			uniform_list[index].p_value = new unsigned int[1];

  			((unsigned int*)uniform_list[index].p_value)[0] = texture_list.size();		//set the parameter value to the index of the texture

  			texture_list.push_back(texture);						//add the texture to the texture list

  		}

  		//if there is a texture map assigned, replace it

  		else

  		{

  			texture_list[((unsigned int*)(uniform_list[index].p_value))[0]] = texture;

  		}

  

  	}

  	void AttachTextureMap(const char* name, rts_glTextureMap texture)

  	{

  		int index = get_index(name);

  		if(index != -1)		//make sure that the uniform index is valid

  			AttachTextureMap(index, texture);

  		else

  			cout<<"Error finding texture index.  Try linking."<<endl;

  	}

  	void UpdateGlobalUniforms()									//sends updated uniform information to the GPU

  	{

  		CHECK_OPENGL_ERROR

  		BeginProgram();

  		CHECK_OPENGL_ERROR

  		unsigned int num = uniform_list.size();

  		for(unsigned int i=0; i<num; i++)

  			uniform_list[i].submit_to_gpu();

  		EndProgram();

  	}

  	void Init()	//Initialize the shader program

  	{

  		CHECK_OPENGL_ERROR

  		if(id != 0)

  			Clean();

  		id = glCreateProgram();

  		if(id == 0)

  			log = "Error getting program ID from OpenGL";

  		CHECK_OPENGL_ERROR

  	}

  	void Clean()

  	{

  		if(id != 0)

  			glDeleteProgram(id);

  		id = 0;

  

  		//these are allocated outside the object and can just be cleared

  		uniform_list.clear();

  		texture_list.clear();

  

  		//delete each shader from OpenGL

  		int num_shad = shader_list.size();

  		for(int i=0; i<num_shad; i++)

  			shader_list[i].Clean();

  		//clear the list

  		shader_list.clear();

  	}

  };

  

  #endif