/* Copyright (C) 2011 by Ivan Safrin Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "PolyGLSLShader.h" #include "PolyLogger.h" #include "PolyShader.h" #include "PolyGLSLProgram.h" #include "PolyTexture.h" #include "PolyCubemap.h" #ifdef _WINDOWS #include #endif #include "PolyGLHeaders.h" using std::vector; #ifdef _WINDOWS extern PFNGLUSEPROGRAMPROC glUseProgram; extern PFNGLUNIFORM1IPROC glUniform1i; extern PFNGLACTIVETEXTUREPROC glActiveTexture; extern PFNGLGETPROGRAMIVPROC glGetProgramiv; extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform; extern PFNGLCREATESHADERPROC glCreateShader; extern PFNGLSHADERSOURCEPROC glShaderSource; extern PFNGLCOMPILESHADERPROC glCompileShader; extern PFNGLCREATEPROGRAMPROC glCreateProgram; extern PFNGLATTACHSHADERPROC glAttachShader; extern PFNGLLINKPROGRAMPROC glLinkProgram; extern PFNGLDETACHSHADERPROC glDetachShader; extern PFNGLDELETESHADERPROC glDeleteShader; extern PFNGLDELETEPROGRAMPROC glDeleteProgram; extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation; #ifndef _MINGW extern PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation; #endif #endif using namespace Polycode; GLSLShaderBinding::GLSLShaderBinding(GLSLShader *shader) : ShaderBinding(shader) { glslShader = shader; } GLSLShaderBinding::~GLSLShaderBinding() { } Cubemap *GLSLShaderBinding::getCubemap(const String& name) { for(int i=0; i < cubemaps.size(); i++) { if(cubemaps[i].name == name) { return cubemaps[i].cubemap; } } return NULL; } Texture *GLSLShaderBinding::getTexture(const String& name) { for(int i=0; i < textures.size(); i++) { if(textures[i].name == name) { return textures[i].texture; } } return NULL; } void GLSLShaderBinding::addTexture(const String& name, Texture *texture) { GLSLTextureBinding binding; binding.name = name; binding.texture = texture; textures.push_back(binding); } void GLSLShaderBinding::addCubemap(const String& name, Cubemap *cubemap) { GLSLCubemapBinding binding; binding.cubemap = cubemap; binding.name = name; cubemaps.push_back(binding); } void GLSLShaderBinding::clearCubemap(const String& name) { for(int i=0; i < cubemaps.size(); i++) { if(cubemaps[i].name == name) { cubemaps.erase(cubemaps.begin()+i); return; } } } void GLSLShaderBinding::clearTexture(const String& name) { for(int i=0; i < textures.size(); i++) { if(textures[i].name == name) { textures.erase(textures.begin()+i); return; } } } int GLSLShader::getPolycodeParamType(int glType) { switch(glType) { case GL_FLOAT: return ProgramParam::PARAM_NUMBER; break; case GL_FLOAT_VEC2: return ProgramParam::PARAM_VECTOR2; break; case GL_FLOAT_VEC3: return ProgramParam::PARAM_VECTOR3; break; case GL_FLOAT_VEC4: return ProgramParam::PARAM_COLOR; break; case GL_INT: return ProgramParam::PARAM_NUMBER; break; case GL_INT_VEC2: return ProgramParam::PARAM_VECTOR2; break; case GL_INT_VEC3: return ProgramParam::PARAM_VECTOR3; break; case GL_INT_VEC4: return ProgramParam::PARAM_COLOR; break; case GL_BOOL: return ProgramParam::PARAM_NUMBER; break; case GL_BOOL_VEC2: return ProgramParam::PARAM_VECTOR2; break; case GL_BOOL_VEC3: return ProgramParam::PARAM_VECTOR3; break; case GL_BOOL_VEC4: return ProgramParam::PARAM_COLOR; break; case GL_FLOAT_MAT2: return ProgramParam::PARAM_MATRIX; break; case GL_FLOAT_MAT3: return ProgramParam::PARAM_MATRIX; break; case GL_FLOAT_MAT4: return ProgramParam::PARAM_MATRIX; break; default: return ProgramParam::PARAM_UNKNOWN; break; } } void GLSLShader::linkProgram() { expectedParams.clear(); expectedTextures.clear(); expectedCubemaps.clear(); shader_id = glCreateProgram(); glAttachShader(shader_id, ((GLSLProgram*)fp)->program); glAttachShader(shader_id, ((GLSLProgram*)vp)->program); glBindAttribLocation(shader_id, 6, "vTangent"); glLinkProgram(shader_id); if(vp) { vp->addEventListener(this, Event::RESOURCE_RELOAD_EVENT); } if(fp) { fp->addEventListener(this, Event::RESOURCE_RELOAD_EVENT); } int total = -1; glGetProgramiv( shader_id, GL_ACTIVE_UNIFORMS, &total ); for(int i=0; i < total; i++) { int name_len=-1, num=-1; GLenum type = GL_ZERO; char name[128]; glGetActiveUniform(shader_id, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name ); name[name_len] = 0; if(!(String(name).find("gl_") == 0)) { switch(type) { case GL_SAMPLER_2D: expectedTextures.push_back(String(name)); printf("expectedTextures: %s\n", name); break; case GL_SAMPLER_CUBE: expectedCubemaps.push_back(String(name)); break; default: ProgramParam param; param.name = String(name); param.type = getPolycodeParamType(type); expectedParams.push_back(param); break; } } } dispatchEvent(new Event(), Event::RESOURCE_RELOAD_EVENT); } void GLSLShader::unlinkProgram() { if(vp) { vp->removeAllHandlersForListener(this); } if(fp) { fp->removeAllHandlersForListener(this); } glDetachShader(shader_id, ((GLSLProgram*)fp)->program); glDetachShader(shader_id, ((GLSLProgram*)vp)->program); glDeleteProgram(shader_id); } void GLSLShader::handleEvent(Event *event) { if(event->getEventCode() == Event::RESOURCE_RELOAD_EVENT && (event->getDispatcher() == vp || event->getDispatcher() == fp)) { unlinkProgram(); linkProgram(); } } void GLSLShader::setVertexProgram(ShaderProgram *vp) { unlinkProgram(); this->vp = vp; linkProgram(); } void GLSLShader::setFragmentProgram(ShaderProgram *fp) { unlinkProgram(); this->fp = fp; linkProgram(); } GLSLShader::GLSLShader(GLSLProgram *vp, GLSLProgram *fp) : Shader(Shader::MODULE_SHADER) { this->vp = vp; this->fp = fp; linkProgram(); } void GLSLShader::reload() { glDeleteProgram(shader_id); linkProgram(); } GLSLShader::~GLSLShader() { unlinkProgram(); } ShaderBinding *GLSLShader::createBinding() { return new GLSLShaderBinding(this); }