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529 lines (438 loc) · 14.1 KB
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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2014 Laurent Gomila (laurent.gom@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <cpp3ds/Graphics/Shader.hpp>
#include <cpp3ds/Graphics/Texture.hpp>
#include <cpp3ds/Resources.hpp>
#include <cpp3ds/OpenGL.hpp>
#include <cpp3ds/OpenGL/GLExtensions.hpp>
#include <cpp3ds/System/InputStream.hpp>
#include <cpp3ds/System/Err.hpp>
#ifndef EMULATION
#include <3ds.h>
#endif
#include <fstream>
#include <vector>
namespace
{
// Read the contents of a file into an array of char
bool getFileContents(const std::string& filename, std::vector<char>& buffer)
{
std::ifstream file(filename.c_str(), std::ios_base::binary);
if (file)
{
file.seekg(0, std::ios_base::end);
std::streamsize size = file.tellg();
if (size > 0)
{
file.seekg(0, std::ios_base::beg);
buffer.resize(static_cast<std::size_t>(size));
file.read(&buffer[0], size);
}
buffer.push_back('\0');
return true;
}
else
{
return false;
}
}
}
namespace cpp3ds
{
////////////////////////////////////////////////////////////
Shader::CurrentTextureType Shader::CurrentTexture;
Shader Shader::Default;
////////////////////////////////////////////////////////////
Shader::Shader() :
m_shaderProgram (0),
m_currentTexture(-1),
m_textures (),
m_params ()
{
}
////////////////////////////////////////////////////////////
Shader::~Shader()
{
if (m_shaderProgram)
glDeleteProgram(m_shaderProgram);
}
////////////////////////////////////////////////////////////
bool Shader::loadFromFile(const std::string& filename, Type type)
{
std::string shaderfile;
#ifdef EMULATION
// TODO: check for sdmc:/ filenames
shaderfile = "../res/glsl/" + filename + ".glsl";
#else
shaderfile = filename + ".shbin";
#endif
// Read the file
if (!getFileContents(shaderfile, m_shaderData))
{
err() << "Failed to open shader file \"" << shaderfile << "\"" << std::endl;
return false;
}
#ifdef EMULATION
// Compile the shader program
if (type == Vertex)
return compile(&m_shaderData[0], NULL);
else
return compile(NULL, &m_shaderData[0]);
#else
return loadBinary(reinterpret_cast<Uint8*>(&m_shaderData[0]), m_shaderData.size(), type);
#endif
}
////////////////////////////////////////////////////////////
bool Shader::loadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename)
{
return false;
}
////////////////////////////////////////////////////////////
bool Shader::loadFromMemory(const std::string& shader, Type type)
{
return false;
}
////////////////////////////////////////////////////////////
bool Shader::loadFromMemory(const std::string& vertexShader, const std::string& fragmentShader)
{
return false;
}
////////////////////////////////////////////////////////////
bool Shader::loadFromStream(InputStream& stream, Type type)
{
return false;
}
////////////////////////////////////////////////////////////
bool Shader::loadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream)
{
return false;
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, float x)
{
if (m_shaderProgram)
{
// Enable program
GLint program;
glCheck(glGetIntegerv(GL_CURRENT_PROGRAM, &program));
glCheck(glUseProgram(m_shaderProgram));
// Get parameter location and assign it new values
GLint location = getParamLocation(name);
if (location != -1)
{
glCheck(glUniform1f(location, x));
}
// Disable program
glCheck(glUseProgram(program));
}
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, float x, float y)
{
if (m_shaderProgram)
{
// Enable program
GLint program;
glCheck(glGetIntegerv(GL_CURRENT_PROGRAM, &program));
glCheck(glUseProgram(m_shaderProgram));
// Get parameter location and assign it new values
GLint location = getParamLocation(name);
if (location != -1)
{
glCheck(glUniform2f(location, x, y));
}
// Disable program
glCheck(glUseProgram(program));
}
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, float x, float y, float z)
{
if (m_shaderProgram)
{
// Enable program
GLint program;
glCheck(glGetIntegerv(GL_CURRENT_PROGRAM, &program));
glCheck(glUseProgram(m_shaderProgram));
// Get parameter location and assign it new values
GLint location = getParamLocation(name);
if (location != -1)
{
glCheck(glUniform3f(location, x, y, z));
}
// Disable program
glCheck(glUseProgram(program));
}
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, float x, float y, float z, float w)
{
if (m_shaderProgram)
{
// Enable program
GLint program;
glCheck(glGetIntegerv(GL_CURRENT_PROGRAM, &program));
glCheck(glUseProgram(m_shaderProgram));
// Get parameter location and assign it new values
GLint location = getParamLocation(name);
if (location != -1)
{
glCheck(glUniform4f(location, x, y, z, w));
}
// Disable program
glCheck(glUseProgram(program));
}
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, const Vector2f& v)
{
setParameter(name, v.x, v.y);
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, const Vector3f& v)
{
setParameter(name, v.x, v.y, v.z);
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, const Color& color)
{
setParameter(name, color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, const cpp3ds::Transform& transform)
{
if (m_shaderProgram)
{
// Enable program
GLint program;
glCheck(glGetIntegerv(GL_CURRENT_PROGRAM, &program));
glCheck(glUseProgram(m_shaderProgram));
// Get parameter location and assign it new values
GLint location = getParamLocation(name);
if (location != -1)
{
glCheck(glUniformMatrix4fv(location, 1, GL_FALSE, transform.getMatrix()));
}
// Disable program
glCheck(glUseProgram(program));
}
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, const Texture& texture)
{
if (m_shaderProgram)
{
// Find the location of the variable in the shader
int location = getParamLocation(name);
if (location != -1)
{
// Store the location -> texture mapping
TextureTable::iterator it = m_textures.find(location);
if (it == m_textures.end())
{
// New entry, make sure there are enough texture units
GLint maxUnits = 0;
glCheck(glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxUnits));
if (m_textures.size() + 1 >= static_cast<std::size_t>(maxUnits))
{
err() << "Impossible to use texture \"" << name << "\" for shader: all available texture units are used" << std::endl;
return;
}
m_textures[location] = &texture;
}
else
{
// Location already used, just replace the texture
it->second = &texture;
}
}
}
}
////////////////////////////////////////////////////////////
void Shader::setParameter(const std::string& name, CurrentTextureType)
{
if (m_shaderProgram)
{
// Find the location of the variable in the shader
m_currentTexture = getParamLocation(name);
}
}
////////////////////////////////////////////////////////////
unsigned int Shader::getNativeHandle() const
{
return m_shaderProgram;
}
////////////////////////////////////////////////////////////
void Shader::bind(const Shader* shader)
{
// Make sure that we can use shaders
if (!isAvailable())
{
err() << "Failed to bind or unbind shader: your system doesn't support shaders "
<< "(you should test Shader::isAvailable() before trying to use the Shader class)" << std::endl;
return;
}
if (shader && shader->m_shaderProgram)
{
// Enable the program
// glCheck(GLEXT_glUseProgramObject(castToGlHandle(shader->m_shaderProgram)));
glCheck(glUseProgram(shader->m_shaderProgram));
// Bind the textures
shader->bindTextures();
// Bind the current texture
// if (shader->m_currentTexture != -1)
// glCheck(GLEXT_glUniform1i(shader->m_currentTexture, 0));
}
else
{
#ifdef EMULATION
//Bind no shader
glCheck(glUseProgram(0));
#else
// Bind default shader
glCheck(glUseProgram(Default.m_shaderProgram));
// Bind the textures
shader->bindTextures();
#endif
}
}
////////////////////////////////////////////////////////////
bool Shader::isAvailable()
{
return true;
}
////////////////////////////////////////////////////////////
bool Shader::compile(const char* vertexShaderCode, const char* fragmentShaderCode)
{
// First make sure that we can use shaders
if (!isAvailable())
{
err() << "Failed to create a shader: your system doesn't support shaders "
<< "(you should test Shader::isAvailable() before trying to use the Shader class)" << std::endl;
return false;
}
#ifdef EMULATION
// Destroy the shader if it was already created
if (m_shaderProgram)
{
glCheck(glDeleteObjectARB(m_shaderProgram));
m_shaderProgram = 0;
}
// Reset the internal state
m_currentTexture = -1;
m_textures.clear();
m_params.clear();
// Create the program
GLhandleARB shaderProgram;
glCheck(shaderProgram = glCreateProgramObjectARB());
// Create the vertex shader if needed
if (vertexShaderCode)
{
// Create and compile the shader
GLhandleARB vertexShader;
glCheck(vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER));
glCheck(glShaderSource(vertexShader, 1, &vertexShaderCode, NULL));
glCheck(glCompileShader(vertexShader));
// Check the compile log
GLint success;
glCheck(glGetObjectParameterivARB(vertexShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
{
char log[1024];
glCheck(glGetInfoLogARB(vertexShader, sizeof(log), 0, log));
err() << "Failed to compile vertex shader:" << std::endl
<< log << std::endl;
glCheck(glDeleteObjectARB(vertexShader));
glCheck(glDeleteObjectARB(shaderProgram));
return false;
}
// Attach the shader to the program, and delete it (not needed anymore)
glCheck(glAttachObjectARB(shaderProgram, vertexShader));
glCheck(glDeleteObjectARB(vertexShader));
}
// Link the program
glCheck(glLinkProgram(shaderProgram));
// Check the link log
GLint success;
glCheck(glGetObjectParameterivARB(shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &success));
if (success == GL_FALSE)
{
char log[1024];
glCheck(glGetInfoLogARB(shaderProgram, sizeof(log), 0, log));
err() << "Failed to link shader:" << std::endl
<< log << std::endl;
glCheck(glDeleteObjectARB(shaderProgram));
return false;
}
m_shaderProgram = shaderProgram;
// Force an OpenGL flush, so that the shader will appear updated
// in all contexts immediately (solves problems in multi-threaded apps)
glCheck(glFlush());
return true;
#endif
return false;
}
////////////////////////////////////////////////////////////
bool Shader::loadBinary(const Uint8* data, const Uint32 size, Type type)
{
#ifndef EMULATION
if (!m_shaderProgram)
m_shaderProgram = glCreateProgram();
// Reset the internal state
m_currentTexture = -1;
m_textures.clear();
m_params.clear();
if (type == Vertex)
glProgramBinary(m_shaderProgram, GL_VERTEX_SHADER_BINARY, data, (GLsizei)size);
else if (type == Geometry)
glProgramBinary(m_shaderProgram, GL_GEOMETRY_SHADER_BINARY, data, (GLsizei)size);
#endif
return true;
}
////////////////////////////////////////////////////////////
void Shader::bindTextures() const
{
}
////////////////////////////////////////////////////////////
int Shader::getParamLocation(const std::string& name)
{
// Check the cache
ParamTable::const_iterator it = m_params.find(name);
if (it != m_params.end()) {
// Already in cache, return it
return it->second;
}
else {
// Not in cache, request the location from OpenGL
int location = glGetUniformLocation(m_shaderProgram, name.c_str());
m_params.insert(std::make_pair(name, location));
if (location == -1)
err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
return location;
}
}
} // namespace cpp3ds