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+#include "PixelEffect.h"
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+#include "GLee.h"
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+#include <limits>
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+#include <sstream>
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+#include <iostream>
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+
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+namespace
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+{
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+ // temporarily attaches a shader program (for setting uniforms, etc)
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+ // reattaches the originally active program when destroyed
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+ struct TemporaryAttacher
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+ {
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+ TemporaryAttacher(love::graphics::opengl::PixelEffect* sp) : s(sp)
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+ {
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+ glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
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+ s->attach();
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+ }
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+ ~TemporaryAttacher() { glUseProgram(activeProgram); }
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+ love::graphics::opengl::PixelEffect* s;
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+ GLint activeProgram;
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+ };
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+} // anonymous namespace
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+
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+namespace love
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+{
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+namespace graphics
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+{
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+namespace opengl
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+{
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+ std::map<std::string, GLint> PixelEffect::_texture_unit_pool;
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+ GLint PixelEffect::_current_texture_unit = 0;
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+ GLint PixelEffect::_max_texture_units = 0;
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+
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+ GLint PixelEffect::getTextureUnit(const std::string& name)
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+ {
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+ std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
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+
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+ if (it != _texture_unit_pool.end())
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+ return it->second;
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+
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+ if (++_current_texture_unit >= _max_texture_units)
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+ throw love::Exception("No more texture units available");
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+
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+ _texture_unit_pool[name] = _current_texture_unit;
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+ return _current_texture_unit;
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+ }
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+
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+
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+ PixelEffect::PixelEffect(const std::string& code)
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+ : _program(0), _code(code)
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+ {
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+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
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+ loadVolatile();
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+ }
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+
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+ bool PixelEffect::loadVolatile()
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+ {
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+ _program = glCreateProgram();
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+ // should only fail if this is called between a glBegin()/glEnd() pair
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+ if (_program == 0)
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+ throw love::Exception("Cannot create shader program object.");
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+
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+ GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);
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+ // should only fail if this is called between a glBegin()/glEnd() pair
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+ if (shader == 0) {
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+ glDeleteProgram(_program);
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+ throw love::Exception("Cannot create shader object.");
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+ }
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+
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+ // compile fragment shader code
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+ const char* src = _code.c_str();
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+ GLint strlen = _code.length();
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+ glShaderSource(shader, 1, (const GLchar**)&src, &strlen);
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+ glCompileShader(shader);
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+
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+ GLint compile_ok;
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+ glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_ok);
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+ if (GL_FALSE == compile_ok) {
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+ // get compiler error
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+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &strlen);
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+ char *error_str = new char[strlen];
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+ glGetShaderInfoLog(shader, strlen, NULL, error_str);
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+
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+ std::stringstream error_message;
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+ error_message << "Cannot compile shader:" << std::endl << std::string(error_str);
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+
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+ // cleanup before throw
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+ delete[] error_str;
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+ glDeleteShader(shader);
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+ glDeleteProgram(_program);
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+ throw love::Exception(error_message.str().c_str());
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+ }
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+
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+ // link fragment shader
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+ GLint link_ok;
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+ glAttachShader(_program, shader);
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+ glLinkProgram(_program);
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+ glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
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+ if (GL_FALSE == link_ok) {
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+ // this should not happen if compiling is ok, but one can never be too careful
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+ // get linker error
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+ std::stringstream error_message;
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+ error_message << "Cannot compile shader:" << std::endl << getWarnings();
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+
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+ // cleanup before throw
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+ glDeleteShader(shader);
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+ glDeleteProgram(_program);
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+ throw love::Exception(error_message.str().c_str());
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+ }
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+
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+ glDeleteShader(shader);
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+ return true;
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+ }
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+
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+ PixelEffect::~PixelEffect()
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+ {
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+ unloadVolatile();
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+ }
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+
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+ void PixelEffect::unloadVolatile()
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+ {
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+ glDeleteProgram(_program);
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+ }
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+
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+ bool PixelEffect::isSupported()
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+ {
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+ return GLEE_VERSION_2_0 && GLEE_ARB_shader_objects && GLEE_ARB_fragment_shader;
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+ }
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+
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+ std::string PixelEffect::getWarnings() const
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+ {
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+ GLint strlen;
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+ glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &strlen);
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+ char *temp_str = new char[strlen];
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+ glGetProgramInfoLog(_program, strlen, NULL, temp_str);
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+
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+ std::string warnings(temp_str);
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+ delete[] temp_str;
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+ return warnings;
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+ }
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+
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+ void PixelEffect::attach()
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+ {
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+ glUseProgram(_program);
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+ }
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+
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+ void PixelEffect::detach()
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+ {
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+ glUseProgram(0);
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+ }
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+
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+ void PixelEffect::sendFloat(const std::string& name, int count, const GLfloat* vec)
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+ {
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+ TemporaryAttacher attacher(this);
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+ GLint location = getUniformLocation(name);
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+
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+ if (count < 1 || count > 4) {
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+ throw love::Exception("Invalid variable count: %d (expected 1-4).", count);
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+ }
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+
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+ switch (count) {
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+ case 4:
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+ glUniform4fv(location, 1, vec);
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+ break;
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+ case 3:
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+ glUniform3fv(location, 1, vec);
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+ break;
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+ case 2:
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+ glUniform2fv(location, 1, vec);
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+ break;
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+ case 1:
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+ default:
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+ glUniform1fv(location, 1, vec);
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+ break;
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+ }
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+
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+ // throw error if needed
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+ checkSetUniformError();
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+ }
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+
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+ void PixelEffect::sendMatrix(const std::string& name, int size, const GLfloat* m)
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+ {
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+ TemporaryAttacher attacher(this);
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+ GLint location = getUniformLocation(name);
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+
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+ if (size < 2 || size > 4) {
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+ throw love::Exception("Invalid matrix size: %dx%d "
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+ "(can only set 2x2, 3x3 or 4x4 matrices).", size,size);
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+ }
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+
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+ switch (size) {
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+ case 4:
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+ glUniformMatrix4fv(location, 1, GL_FALSE, m);
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+ break;
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+ case 3:
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+ glUniformMatrix3fv(location, 1, GL_FALSE, m);
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+ break;
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+ case 2:
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+ default:
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+ glUniformMatrix2fv(location, 1, GL_FALSE, m);
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+ break;
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+ }
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+
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+ // throw error if needed
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+ checkSetUniformError();
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+ }
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+
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+ void PixelEffect::sendImage(const std::string& name, const Image& image)
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+ {
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+ GLint texture_unit = getTextureUnit(name);
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+
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+ TemporaryAttacher attacher(this);
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+ GLint location = getUniformLocation(name);
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+
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+ glActiveTexture(GL_TEXTURE0 + texture_unit);
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+ glBindTexture(GL_TEXTURE_2D, image.getTextureName());
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+ glUniform1i(location, texture_unit);
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+
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+ // reset texture unit
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+ glActiveTexture(GL_TEXTURE0);
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+
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+ // throw error if needed
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+ checkSetUniformError();
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+ }
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+
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+ void PixelEffect::sendFramebuffer(const std::string& name, const Framebuffer& fb)
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+ {
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+ GLint texture_unit = getTextureUnit(name);
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+
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+ TemporaryAttacher attacher(this);
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+ GLint location = getUniformLocation(name);
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+
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+ glActiveTexture(GL_TEXTURE0 + texture_unit);
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+ glBindTexture(GL_TEXTURE_2D, fb.getTextureName());
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+ glUniform1i(location, texture_unit);
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+
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+ // reset texture unit
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+ glActiveTexture(GL_TEXTURE0);
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+
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+ // throw error if needed
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+ checkSetUniformError();
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+ }
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+
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+ GLint PixelEffect::getUniformLocation(const std::string& name)
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+ {
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+ GLint location = glGetUniformLocation(_program, name.c_str());
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+ if (location == -1) {
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+ throw love::Exception(
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+ "Cannot get location of shader variable `%s'.\n"
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+ "A common error is to define but not use the variable.", name.c_str());
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+ }
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+ return location;
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+ }
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+
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+ void PixelEffect::checkSetUniformError()
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+ {
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+ GLenum error_code = glGetError();
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+ if (GL_INVALID_OPERATION == error_code) {
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+ throw love::Exception(
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+ "Invalid operation:\n"
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+ "Trying to send more than one value to a float variable, or"
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+ "Size of shader variable does not match indicated size, or"
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+ "Invalid variable name.");
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+ }
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+ }
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+} // opengl
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+} // graphics
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+} // love
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