💿🐜 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-object.hpp"
#include "gl/shader-variable-type.hpp"
#include "gl/shader-input.hpp"
#include <glad/glad.h>
#include <stdexcept>
namespace gl {
shader_program::shader_program():
gl_program_id(0),
linked(false)
{
// Create an OpenGL shader program
gl_program_id = glCreateProgram();
// Handle OpenGL errors
if (!gl_program_id)
{
throw std::runtime_error("An error occurred while creating an OpenGL shader program.");
}
}
shader_program::~shader_program()
{
// Delete shader inputs
free_inputs();
// Detach all shader objects
detach_all();
// Delete the OpenGL shader program
glDeleteProgram(gl_program_id);
}
void shader_program::attach(const shader_object* object)
{
if (attached_objects.find(object) != attached_objects.end())
{
throw std::runtime_error("Shader object is already attached to the shader program.");
}
else
{
// Check that both the OpenGL shader program and OpenGL shader object are valid
if (glIsProgram(gl_program_id) != GL_TRUE)
throw std::runtime_error("OpenGL shader program is not a valid program object.");
if (glIsShader(object->gl_shader_id) != GL_TRUE)
throw std::runtime_error("OpenGL shader object is not a valid shader object.");
// Attach the OpenGL shader object to the OpenGL shader program
glAttachShader(gl_program_id, object->gl_shader_id);
// Handle OpenGL errors
switch (glGetError())
{
case GL_INVALID_OPERATION:
throw std::runtime_error("OpenGL shader object is already attached to the shader program.");
break;
}
// Add shader object to set of attached objects
attached_objects.insert(object);
}
}
void shader_program::detach(const shader_object* object)
{
if (attached_objects.find(object) == attached_objects.end())
{
throw std::runtime_error("Shader object is not attached to the shader program.");
}
else
{
// Check that both the OpenGL shader program and OpenGL shader object are valid
if (glIsProgram(gl_program_id) != GL_TRUE)
throw std::runtime_error("OpenGL shader program is not a valid program object.");
if (glIsShader(object->gl_shader_id) != GL_TRUE)
throw std::runtime_error("OpenGL shader object is not a valid shader object.");
// Detach the OpenGL shader object from the OpenGL shader program
glDetachShader(gl_program_id, object->gl_shader_id);
// Handle OpenGL errors
switch (glGetError())
{
case GL_INVALID_OPERATION:
throw std::runtime_error("OpenGL shader object is not attached to the shader program.");
break;
}
// Remove shader object from set of attached objects
attached_objects.erase(object);
}
}
void shader_program::detach_all()
{
while (!attached_objects.empty())
detach(*attached_objects.begin());
}
bool shader_program::link()
{
// Check that the OpenGL shader program is valid
if (glIsProgram(gl_program_id) != GL_TRUE)
throw std::runtime_error("OpenGL shader program is not a valid program object.");
// Link OpenGL shader program
glLinkProgram(gl_program_id);
// Handle OpenGL errors
switch (glGetError())
{
case GL_INVALID_OPERATION:
throw std::runtime_error("OpenGL shader program is the currently active program object and transform feedback mode is active.");
break;
}
// Get OpenGL shader program linking status
GLint gl_link_status;
glGetProgramiv(gl_program_id, GL_LINK_STATUS, &gl_link_status);
linked = (gl_link_status == GL_TRUE);
// Get OpenGL shader program info log length
GLint gl_info_log_length;
glGetProgramiv(gl_program_id, GL_INFO_LOG_LENGTH, &gl_info_log_length);
if (gl_info_log_length > 0)
{
// Resize string to accommodate OpenGL shader program info log
info_log.resize(gl_info_log_length);
// Read OpenGL shader program info log into string
glGetProgramInfoLog(gl_program_id, gl_info_log_length, &gl_info_log_length, info_log.data());
// Remove redundant null terminator from string
info_log.pop_back();
}
else
{
// Empty info log
info_log.clear();
}
// Find shader inputs
find_inputs();
return linked;
}
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_1D:
case GL_SAMPLER_1D_SHADOW:
variable_type = shader_variable_type::texture_1d;
texture_unit = available_texture_unit;
available_texture_unit += uniform_size;
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_3D:
variable_type = shader_variable_type::texture_3d;
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());
}
else
{
// 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;
}
void shader_program::free_inputs()
{
for (shader_input* input: inputs)
{
delete input;
}
inputs.clear();
}
} // namespace gl