mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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173 lines
4.7 KiB
C++
173 lines
4.7 KiB
C++
/*
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** BuilderNative Renderer
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** Copyright (c) 2019 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "Precomp.h"
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#include "Shader.h"
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#include "RenderDevice.h"
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#include <stdexcept>
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void Shader::Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest)
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{
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mIdentifier = identifier;
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mVertexText = vertexShader;
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mFragmentText = fragmentShader;
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mAlphatest = alphatest;
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}
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bool Shader::CheckCompile(RenderDevice* device)
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{
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bool firstCall = !mProgramBuilt;
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if (firstCall)
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{
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mProgramBuilt = true;
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CreateProgram(device);
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glUseProgram(mProgram);
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glUniform1i(glGetUniformLocation(mProgram, "texture1"), 0);
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glUseProgram(0);
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}
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return !mErrors.size();
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}
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std::string Shader::GetCompileError()
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{
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std::string lines = "Error compiling ";
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if (!mVertexShader)
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lines += "vertex ";
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else if (!mFragmentShader)
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lines += "fragment ";
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lines += "shader \"" + mIdentifier + "\":\r\n";
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for (auto c : mErrors)
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{
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if (c == '\r')
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continue;
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if (c == '\n')
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lines += "\r\n";
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else lines += c;
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}
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return lines;
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}
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void Shader::Bind()
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{
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if (!mProgram || !mProgramBuilt || mErrors.size())
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return;
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glUseProgram(mProgram);
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}
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void Shader::CreateProgram(RenderDevice* device)
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{
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const char* prefixNAT = R"(
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#version 150
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#line 1
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)";
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const char* prefixAT = R"(
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#version 150
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#define ALPHA_TEST
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#line 1
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)";
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const char* prefix = mAlphatest ? prefixAT : prefixNAT;
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mVertexShader = CompileShader(prefix + mVertexText, GL_VERTEX_SHADER);
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if (!mVertexShader)
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return;
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mFragmentShader = CompileShader(prefix + mFragmentText, GL_FRAGMENT_SHADER);
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if (!mFragmentShader)
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return;
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mProgram = glCreateProgram();
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glAttachShader(mProgram, mVertexShader);
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glAttachShader(mProgram, mFragmentShader);
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glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Position, "AttrPosition");
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glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Color, "AttrColor");
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glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::TextureCoordinate, "AttrUV");
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glBindAttribLocation(mProgram, (GLuint)DeclarationUsage::Normal, "AttrNormal");
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glLinkProgram(mProgram);
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GLint status = 0;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
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if (status != GL_TRUE)
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{
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GLsizei length = 0;
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &length);
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std::vector<GLchar> errors(length + (size_t)1);
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glGetProgramInfoLog(mProgram, (GLsizei)errors.size(), &length, errors.data());
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mErrors = { errors.begin(), errors.begin() + length };
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glDeleteProgram(mProgram);
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glDeleteShader(mVertexShader);
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glDeleteShader(mFragmentShader);
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mProgram = 0;
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mVertexShader = 0;
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mFragmentShader = 0;
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return;
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}
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UniformLastUpdates.resize(device->mUniformInfo.size());
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UniformLocations.resize(device->mUniformInfo.size(), (GLuint)-1);
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int count = (int)UniformLocations.size();
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for (int i = 0; i < count; i++)
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{
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const auto& name = device->mUniformInfo[i].Name;
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if (!name.empty())
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UniformLocations[i] = glGetUniformLocation(mProgram, name.c_str());
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}
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}
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GLuint Shader::CompileShader(const std::string& code, GLenum type)
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{
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GLuint shader = glCreateShader(type);
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const GLchar* sources[] = { (GLchar*)code.data() };
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const GLint lengths[] = { (GLint)code.size() };
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glShaderSource(shader, 1, sources, lengths);
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glCompileShader(shader);
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GLint status = 0;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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GLsizei length = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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std::vector<GLchar> errors(length + (size_t)1);
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glGetShaderInfoLog(shader, (GLsizei)errors.size(), &length, errors.data());
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mErrors = { errors.begin(), errors.begin() + length };
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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void Shader::ReleaseResources()
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{
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if (mProgram)
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glDeleteProgram(mProgram);
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if (mVertexShader)
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glDeleteShader(mVertexShader);
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if (mFragmentShader)
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glDeleteShader(mFragmentShader);
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mProgram = 0;
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mVertexShader = 0;
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mFragmentShader = 0;
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}
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