My favorites | Sign in
Project Home Downloads Source
Checkout   Browse   Changes    
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
#include <CtrlLib/CtrlLib.h>
#include "Shaders.h"

NAMESPACE_UPP

void Shader::PrintShaderInfoLog(GLuint obj, const char* fileName)
{
int infoLength = 0;
int charsWritten = 0;

glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &infoLength);

if(infoLength > 1)
{
char* info = new char[infoLength];
glGetShaderInfoLog(obj, infoLength, &charsWritten, info);
if(charsWritten > 0)
{
compileError = info;
FileOut f(fileName);
f.Put(info);
}
delete[] info;
}
}

void Shader::PrintProgramInfoLog(GLuint obj, const char* fileName)
{
int infoLength = 0;
int charsWritten = 0;

glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &infoLength);

if(infoLength > 1)
{
char* info = new char[infoLength];
glGetShaderInfoLog(obj, infoLength, &charsWritten, info);
if(charsWritten > 0)
{
FileOut f(fileName);
f.Put(info);
}
delete[] info;
}
}

void Shader::PrintProgramValidationLog(GLuint obj, const char* fileName)
{
char log[1024];
int len = 0;
glValidateProgram(obj);
glGetProgramInfoLog(obj, 1024, &len, log);
if(len > 0)
{
FileOut f(fileName);
f.Put(log);
}
}

bool Shader::CheckGLError()
{
unsigned int lastError = glGetError();
if(GL_NO_ERROR != lastError)
{
error = (const char*) gluErrorString(lastError);
return false;
}
return true;
}

bool Shader::IsProgramCompiled(int program)
{
GLint result = GL_FALSE;
glGetShaderiv(program, GL_COMPILE_STATUS, &result);
return result == GL_TRUE;
}

bool Shader::IsProgramLinked(int program)
{
GLint result = GL_FALSE;
glGetShaderiv(program, GL_LINK_STATUS, &result);
return result == GL_TRUE;
}

int Shader::CompileProgram(const char* vs, const char* fs)
{
vertSrc = vs;
fragSrc = fs;

const GLchar* vertexShaderSrc = (const GLchar*) vertSrc;
const GLchar* fragmentShaderSrc = (const GLchar*) fragSrc;

DeleteFile("shader_vertex.log");
DeleteFile("shader_fragment.log");
DeleteFile("shader_link.log");
DeleteFile("shader_validation.log");

GLenum vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSrc, NULL);
glCompileShader(vertexShader);

if(!IsProgramCompiled(vertexShader))
{
PrintShaderInfoLog(vertexShader, "shader_vertex.log");
error = "Vertex shader compilation error:\n\n" + compileError;
return -1;
}

GLenum fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSrc, NULL);
glCompileShader(fragmentShader);

if(!IsProgramCompiled(fragmentShader))
{
PrintShaderInfoLog(fragmentShader, "shader_fragment.log");
error = "Fragment shader compilation error:\n\n" + compileError;
return -1;
}

program = glCreateProgram();

if(program > 0)
{
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
if(!IsProgramLinked(program))
{
PrintProgramInfoLog(program, "shader_link.log");
PrintProgramValidationLog(program, "shader_validation.log");
return -1;
}
}
else
program = -1;

return program;
}

int Shader::CompileProgram(const byte* vs, const byte* fs)
{
return CompileProgram((const char*) vs, (const char*) fs);
}

int Shader::GetProgram()
{
return program;
}

String Shader::GetError()
{
return error;
}

int Shader::GetUniformId(const char* var)
{
int n = uniforms.Find(var);
if(n < 0)
{
int id = glGetUniformLocation(program, var);
CheckGLError();
if(id >= 0)
uniforms.Add(var, id);
return id;
}
else
return uniforms[n];
}

void Shader::Set(const char* var, float v)
{
int id = GetUniformId(var);
if(id >= 0)
glUniform1f(id, v);
}

void Shader::Set(const char* var, bool v)
{
int id = GetUniformId(var);
if(id >= 0)
glUniform1i(id, int(v));
}

void Shader::Set(const char* var, int v)
{
int id = GetUniformId(var);
if(id >= 0)
glUniform1i(id, v);
}

void Shader::Set(const char* var, float v0, float v1)
{
int id = GetUniformId(var);
if(id >= 0)
glUniform2f(id, v0, v1);
}

void Shader::Set(const char* var, float v0, float v1, float v2)
{
int id = GetUniformId(var);
if(id >= 0)
glUniform3f(id, v0, v1, v2);
}

void Shader::Set(const char* var, float v0, float v1, float v2, float v3)
{
int id = GetUniformId(var);
if(id >= 0)
glUniform4f(id, v0, v1, v2, v3);
}

void Shader::Set(const char* var, float* v, int size, int count)
{
int id = GetUniformId(var);
if(id >= 0)
{
if(size == 2)
glUniform2fv(id, count, v);
else if(size == 3)
glUniform3fv(id, count, v);
else if(size == 4)
glUniform4fv(id, count, v);
}
}

void Shader::Start()
{
glUseProgram(program);
CheckGLError();
}

void Shader::Stop()
{
glUseProgram(0);
}

Shader::Shader() : program(-1)
{}

END_UPP_NAMESPACE

Change log

r4365 by unodgs on Jan 6, 2012   Diff
WinGL: Added painting through fbo, added
blur shader, fixed children clipping,
optimized painting a bit
Go to: 
Project members, sign in to write a code review

Older revisions

r3915 by unodgs on Sep 26, 2011   Diff
Rainbow: WinGL..
r3765 by unodgs on Aug 15, 2011   Diff
Rainbow: WinGL..
r3721 by unodgs on Jul 31, 2011   Diff
Rainbow: WinGL..
All revisions of this file

File info

Size: 4649 bytes, 240 lines

File properties

svn:eol-style
native
Powered by Google Project Hosting