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rts/rts_glShaderProgram.h 7.33 KB
ebb721c7   David Mayerich   new repository fo...
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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