💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gl/shader-program.hpp"
#include "gl/shader.hpp"
#include "gl/shader-variable-type.hpp"
#include "gl/shader-input.hpp"
#include <glad/glad.h>
#include <stdexcept>
namespace gl {
shader_program::shader_program(const std::list<shader*>& shaders):
gl_program_id(0)
{
gl_program_id = glCreateProgram();
for (shader* shader: shaders)
{
glAttachShader(gl_program_id, shader->gl_shader_id);
}
glLinkProgram(gl_program_id);
GLint status;
glGetProgramiv(gl_program_id, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
throw std::runtime_error(get_info_log().c_str());
}
for (shader* shader: shaders)
{
glDetachShader(gl_program_id, shader->gl_shader_id);
}
// Find shader inputs
find_inputs();
}
shader_program::~shader_program()
{
glDeleteProgram(gl_program_id);
for (shader_input* input: inputs)
{
delete input;
}
}
void shader_program::find_inputs()
{
// Get maximum uniform name length
GLint max_uniform_name_length = 0;
glGetProgramiv(gl_program_id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &max_uniform_name_length);
// Allocate uniform name buffer
GLchar* uniform_name = new GLchar[max_uniform_name_length];
// Get number of active uniforms in the shader
GLint active_uniform_count = 0;
glGetProgramiv(gl_program_id, GL_ACTIVE_UNIFORMS, &active_uniform_count);
// Set first available texture unit
int available_texture_unit = 0;
// For each active uniform
for (GLuint uniform_index = 0; uniform_index < static_cast<GLuint>(active_uniform_count); ++uniform_index)
{
// Get information about uniform
GLsizei uniform_name_length;
GLint uniform_size;
GLenum uniform_type;
glGetActiveUniform(gl_program_id, uniform_index, static_cast<GLsizei>(max_uniform_name_length), &uniform_name_length, &uniform_size, &uniform_type, &uniform_name[0]);
// Get name without array symbols
std::string input_name = uniform_name;
std::size_t bracketPos = input_name.find_first_of("[");
if (bracketPos != std::string::npos)
{
input_name = input_name.substr(0, bracketPos);
}
// Determine corresponding shader variable data type
shader_variable_type variable_type;
int texture_unit = -1;
bool unsupported = false;
switch (uniform_type)
{
case GL_BOOL:
variable_type = shader_variable_type::bool1;
break;
case GL_BOOL_VEC2:
variable_type = shader_variable_type::bool2;
break;
case GL_BOOL_VEC3:
variable_type = shader_variable_type::bool3;
break;
case GL_BOOL_VEC4:
variable_type = shader_variable_type::bool4;
break;
case GL_INT:
variable_type = shader_variable_type::int1;
break;
case GL_INT_VEC2:
variable_type = shader_variable_type::int2;
break;
case GL_INT_VEC3:
variable_type = shader_variable_type::int3;
break;
case GL_INT_VEC4:
variable_type = shader_variable_type::int4;
break;
case GL_UNSIGNED_INT:
variable_type = shader_variable_type::uint1;
break;
case GL_UNSIGNED_INT_VEC2:
variable_type = shader_variable_type::uint2;
break;
case GL_UNSIGNED_INT_VEC3:
variable_type = shader_variable_type::uint3;
break;
case GL_UNSIGNED_INT_VEC4:
variable_type = shader_variable_type::uint4;
break;
case GL_FLOAT:
variable_type = shader_variable_type::float1;
break;
case GL_FLOAT_VEC2:
variable_type = shader_variable_type::float2;
break;
case GL_FLOAT_VEC3:
variable_type = shader_variable_type::float3;
break;
case GL_FLOAT_VEC4:
variable_type = shader_variable_type::float4;
break;
case GL_FLOAT_MAT2:
variable_type = shader_variable_type::float2x2;
break;
case GL_FLOAT_MAT3:
variable_type = shader_variable_type::float3x3;
break;
case GL_FLOAT_MAT4:
variable_type = shader_variable_type::float4x4;
break;
case GL_SAMPLER_2D:
case GL_SAMPLER_2D_SHADOW:
variable_type = shader_variable_type::texture_2d;
texture_unit = available_texture_unit;
available_texture_unit += uniform_size;
break;
case GL_SAMPLER_CUBE:
variable_type = shader_variable_type::texture_cube;
texture_unit = available_texture_unit;
available_texture_unit += uniform_size;
break;
default:
unsupported = true;
break;
}
// Check if data type is supported
if (unsupported)
{
std::string message = std::string("Shader uniform \"") + std::string(uniform_name) + std::string("\" has unsupported data type.");
throw std::runtime_error(message.c_str());
}
// Get uniform location
GLint uniform_location = glGetUniformLocation(gl_program_id, uniform_name);
if (uniform_location == -1)
{
std::string message = std::string("Unable to get location for uniform \"") + std::string(uniform_name) + std::string("\"");
throw std::runtime_error(message.c_str());
}
// Create new shader input
shader_input* input = new shader_input(this, inputs.size(), uniform_location, input_name, variable_type, uniform_size, texture_unit);
input_map[input_name] = input;
inputs.push_back(input);
}
// Free uniform name buffer
delete[] uniform_name;
}
std::string shader_program::get_info_log() const
{
GLint length;
glGetProgramiv(gl_program_id, GL_INFO_LOG_LENGTH, &length);
if (length > 0)
{
std::string log(length, '\0');
glGetProgramInfoLog(gl_program_id, length, &length, &log[0]);
return log;
}
return std::string();
}
} // namespace gl