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Shaders.cpp
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Shaders.cpp
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#include <apollo/Graphics/Shaders.h>
#ifdef WIN32
//note to Windows users: you must install GLEW for this to work (and put it in the same directory as your GL headers):
//http://glew.sourceforge.net/
#include <gl/glew.h>
#else
#include <OpenGL/gl.h>
#endif
#include <apollo/Apollo.h>
#include <apollo/Utilities/ResourceManager.h>
#include <map>
#include <assert.h>
namespace Graphics
{
namespace Shaders
{
GLuint currentShader = 0;
static void PrintLogProgram ( GLuint object )
{
GLint status;
glGetProgramiv(object, GL_LINK_STATUS, &status);
if (status == GL_TRUE)
return;
char logBuffer[1024];
GLsizei len;
glGetProgramInfoLog(object, sizeof(logBuffer), &len, logBuffer);
if (!len)
return;
fwrite(logBuffer, len, 1, stdout);
putchar('\n');
}
static void PrintLogShader ( GLuint object )
{
GLint status;
glGetShaderiv(object, GL_COMPILE_STATUS, &status);
if (status == GL_TRUE)
return;
char logBuffer[1024];
GLsizei len;
glGetShaderInfoLog(object, sizeof(logBuffer), &len, logBuffer);
if (!len)
return;
fwrite(logBuffer, len, 1, stdout);
putchar('\n');
}
static void ParseIncludes ( std::string& shader )
{
std::string::size_type pos;
while ((pos = shader.find("#pragma import ")) != std::string::npos)
{
size_t len;
pos += strlen("#pragma import ");
std::string::size_type endPos = shader.find_first_of('\n', pos);
std::string fileName = shader.substr(pos, endPos - pos);
SDL_RWops* rwops = ResourceManager::OpenFile("Shaders/" + fileName + ".inc");
char* buffer = (char*)ResourceManager::ReadFull(&len, rwops, 1);
std::string include ( buffer, len );
free(buffer);
pos -= strlen("#pragma import ");
shader.replace(pos, endPos - pos, include);
}
}
class Shader
{
private:
GLuint vertexObject, fragmentObject, programObject;
public:
Shader ( std::string vertexProgram, std::string fragmentProgram )
{
// preprocess
ParseIncludes(vertexProgram);
ParseIncludes(fragmentProgram);
// compile the vertex shader
const char* source = vertexProgram.data();
GLint len = vertexProgram.length();
vertexObject = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexObject, 1, &source, &len);
glCompileShader(vertexObject);
PrintLogShader(vertexObject);
// compile the fragment shader
source = fragmentProgram.data();
len = fragmentProgram.length();
fragmentObject = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentObject, 1, &source, &len);
glCompileShader(fragmentObject);
PrintLogShader(fragmentObject);
// link the program
programObject = glCreateProgram();
glAttachShader(programObject, vertexObject);
glAttachShader(programObject, fragmentObject);
glLinkProgram(programObject);
PrintLogProgram(programObject);
}
~Shader ()
{
glDeleteShader(vertexObject);
glDeleteShader(fragmentObject);
glDeleteProgram(programObject);
}
void Bind ()
{
if (currentShader != programObject)
{
currentShader = programObject;
glUseProgram(programObject);
// bind textures
for (int i = 0; i < 4; ++i)
{
char name[6];
sprintf(name, "tex%d", i);
GLint pos = glGetUniformLocation(programObject, name);
if (pos != -1)
glUniform1i(pos, i);
}
}
}
};
typedef std::map<std::string, Shader*> ShaderMap;
static ShaderMap shaders;
void AddShader ( const std::string& name, const std::string& vertex, const std::string& fragment )
{
Shader* newShader = new Shader ( vertex, fragment );
shaders[name] = newShader;
}
void SetShader ( const std::string& name )
{
ShaderMap::iterator iter = shaders.find(name);
if (iter != shaders.end())
{
iter->second->Bind();
}
else
{
// add the shader
SDL_RWops* vertexOps = ResourceManager::OpenFile("Shaders/" + name + ".vs");
SDL_RWops* fragmentOps = ResourceManager::OpenFile("Shaders/" + name + ".fs");
assert(vertexOps);
assert(fragmentOps);
size_t len;
char* buffer = (char*)ResourceManager::ReadFull(&len, vertexOps, 1);
std::string vertex ( buffer, len );
free(buffer);
buffer = (char*)ResourceManager::ReadFull(&len, fragmentOps, 1);
std::string fragment ( buffer, len );
free(buffer);
AddShader(name, vertex, fragment);
// call self
SetShader(name);
}
}
GLuint UniformLocation ( const std::string& name )
{
GLuint location = glGetUniformLocation(currentShader, name.c_str());
assert(location != (GLuint)-1);
return location;
}
void BindAttribute ( GLuint index, const std::string& name )
{
glBindAttribLocation(currentShader, index, name.c_str());
}
}
}