added shader class and unistate. not using shader class yet
[laserbrain_demo] / src / shader.cc
diff --git a/src/shader.cc b/src/shader.cc
new file mode 100644 (file)
index 0000000..d7f863a
--- /dev/null
@@ -0,0 +1,716 @@
+#include <stdio.h>
+#include <string.h>
+#include <stdarg.h>
+#include <errno.h>
+#include "opengl.h"
+#include "shader.h"
+#include "logger.h"
+#include "unistate.h"
+#include "mesh.h"
+
+#ifdef _WIN32
+#include <malloc.h>
+#else
+#include <alloca.h>
+#endif
+
+#ifdef __GLEW_H__
+#define HAVE_GEOMETRY_SHADER
+#define HAVE_TESSELATION_SHADER
+#endif
+
+static void bind_standard_attr(const ShaderProg *prog);
+static const char *strtype(unsigned int type);
+
+ShaderProg *ShaderProg::current;
+
+void bind_shader(const ShaderProg *sdr)
+{
+       if(sdr) {
+               sdr->bind();
+       } else {
+#ifndef GL_ES_VERSION_2_0
+               glUseProgram(0);
+               ShaderProg::current = 0;
+#endif
+       }
+}
+
+const ShaderProg *get_current_shader()
+{
+       return ShaderProg::current;
+}
+
+
+Shader::Shader()
+{
+       sdr = type = 0;
+       name = src = 0;
+}
+
+Shader::~Shader()
+{
+       destroy();
+}
+
+unsigned int Shader::get_id() const
+{
+       return sdr;
+}
+
+unsigned int Shader::get_type() const
+{
+       return type;
+}
+
+void Shader::set_name(const char *name)
+{
+       delete [] this->name;
+       this->name = new char[strlen(name) + 1];
+       strcpy(this->name, name);
+}
+
+const char *Shader::get_name() const
+{
+       return name;
+}
+
+void Shader::set_source(const char *src)
+{
+       delete [] this->src;
+       this->src = new char[strlen(src) + 1];
+       strcpy(this->src, src);
+}
+
+const char *Shader::get_source() const
+{
+       return src;
+}
+
+bool Shader::create(const char *src, unsigned int type)
+{
+#if !GL_ES_VERSION_2_0
+       const char *src_arr[] = {src};
+#else
+       const char *src_arr[] = { "precision mediump float; ", src };
+#endif
+       this->type = type;
+
+       if(src != this->src) {
+               delete [] this->src;
+               int len = strlen(src);
+               this->src = new char[len + 1];
+               memcpy(this->src, src, len + 1);
+       }
+
+       if(!sdr) {
+               sdr = glCreateShader(type);
+       }
+
+       info_log("compiling shader: %s... ", name ? name : "");
+
+       glShaderSource(sdr, sizeof src_arr / sizeof *src_arr, src_arr, 0);
+
+       glCompileShader(sdr);
+
+       int status;
+       glGetShaderiv(sdr, GL_COMPILE_STATUS, &status);
+
+       info_log(status ? "success\n" : "failed\n");
+
+       int info_len;
+       glGetShaderiv(sdr, GL_INFO_LOG_LENGTH, &info_len);
+       if(info_len > 1) {
+               char *buf = (char*)alloca(info_len);
+               glGetShaderInfoLog(sdr, info_len, 0, buf);
+               buf[info_len - 1] = 0;
+
+               if(status) {
+                       info_log("%s\n", buf);
+               } else {
+                       error_log("%s\n", buf);
+               }
+       }
+
+       return status == GL_TRUE;
+}
+
+void Shader::destroy()
+{
+       if(sdr) {
+               glDeleteShader(sdr);
+       }
+       sdr = type = 0;
+       delete [] src;
+       src = 0;
+       delete [] name;
+       name = 0;
+}
+
+bool Shader::load(const char *fname, unsigned int type)
+{
+       FILE *fp;
+
+       if(!(fp = fopen(fname, "rb"))) {
+               error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
+               return false;
+       }
+
+       fseek(fp, 0, SEEK_END);
+       long sz = ftell(fp);
+       fseek(fp, 0, SEEK_SET);
+
+       char *src = (char*)alloca(sz + 1);
+       if(fread(src, 1, sz, fp) < (size_t)sz) {
+               error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
+               fclose(fp);
+               return false;
+       }
+       src[sz] = 0;
+       fclose(fp);
+
+       set_name(fname);
+       return create(src, type);
+}
+
+// ---- shader program ----
+ShaderProg::ShaderProg()
+{
+       prog = 0;
+       must_link = true;
+}
+
+ShaderProg::~ShaderProg()
+{
+       destroy();
+}
+
+unsigned int ShaderProg::get_id() const
+{
+       return prog;
+}
+
+bool ShaderProg::create(const char *src, unsigned int type, ...)
+{
+       va_list ap;
+
+       va_start(ap, type);
+       bool res = create(src, type, ap);
+       va_end(ap);
+
+       return res;
+}
+
+bool ShaderProg::create(const char *src, unsigned int type, va_list ap)
+{
+       destroy();
+       prog = glCreateProgram();
+
+       while(src) {
+               Shader *sdr = new Shader;
+               if(!sdr->create(src, type)) {
+                       delete sdr;
+                       return false;
+               }
+               add_shader(sdr);
+               src = va_arg(ap, const char*);
+               type = va_arg(ap, unsigned int);
+       }
+       return link();
+}
+
+bool ShaderProg::create(const char *vsrc, const char *psrc)
+{
+       return create(VSDR(vsrc), PSDR(psrc), 0);
+}
+
+bool ShaderProg::create(Shader *sdr, ...)
+{
+       va_list ap;
+
+       va_start(ap, sdr);
+       bool res = create(sdr, ap);
+       va_end(ap);
+
+       return res;
+}
+
+bool ShaderProg::create(Shader *sdr, va_list ap)
+{
+       destroy();
+       prog = glCreateProgram();
+
+       while(sdr) {
+               add_shader(sdr);
+               sdr = va_arg(ap, Shader*);
+       }
+       return link();
+}
+
+bool ShaderProg::create(Shader *vsdr, Shader *psdr)
+{
+       return create(vsdr, psdr, 0);
+}
+
+void ShaderProg::destroy()
+{
+       if(prog) {
+               glDeleteProgram(prog);
+       }
+       prog = 0;
+
+       shaders.clear();
+       // don't actually destroy the shaders, let the ShaderSet own them
+}
+
+bool ShaderProg::load(const char *fname, unsigned int type, ...)
+{
+       va_list ap;
+       va_start(ap, type);
+       bool res = load(fname, type, ap);
+       va_end(ap);
+
+       return res;
+}
+
+bool ShaderProg::load(const char *fname, unsigned int type, va_list ap)
+{
+       destroy();
+       prog = glCreateProgram();
+
+       while(fname) {
+               Shader *sdr = new Shader;
+               if(!sdr->load(fname, type)) {
+                       delete sdr;
+                       return false;
+               }
+               add_shader(sdr);
+
+               if((fname = va_arg(ap, const char*))) {
+                       type = va_arg(ap, unsigned int);
+               }
+       }
+
+       return link();
+}
+
+bool ShaderProg::load(const char *vfname, const char *pfname)
+{
+       return load(VSDR(vfname), PSDR(pfname), 0);
+}
+
+void ShaderProg::add_shader(Shader *sdr)
+{
+       glAttachShader(prog, sdr->get_id());
+}
+
+bool ShaderProg::link() const
+{
+       bind_standard_attr(this);
+
+       info_log("linking program ... ");
+       glLinkProgram(prog);
+
+       int status;
+       glGetProgramiv(prog, GL_LINK_STATUS, &status);
+
+       info_log(status ? "success\n" : "failed\n");
+
+       int info_len;
+       glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &info_len);
+       if(info_len > 1) {
+               char *buf = (char*)alloca(info_len);
+               glGetProgramInfoLog(prog, info_len, 0, buf);
+               buf[info_len - 1] = 0;
+
+               if(status) {
+                       info_log("%s\n", buf);
+               } else {
+                       error_log("%s\n", buf);
+               }
+       }
+
+       if(status) {
+               must_link = false;
+               cache_state_uniforms();
+
+               return true;
+       }
+       return false;
+}
+
+void ShaderProg::bind() const
+{
+       if(must_link) {
+               if(!link()) {
+                       return;
+               }
+       }
+       glUseProgram(prog);
+       ShaderProg::current = (ShaderProg*)this;
+
+       setup_state_uniforms();
+}
+
+
+int ShaderProg::get_attrib_location(const char *name) const
+{
+       bind();
+       return glGetAttribLocation(prog, name);
+}
+
+void ShaderProg::set_attrib_location(const char *name, int loc) const
+{
+       glBindAttribLocation(prog, loc, name);
+       must_link = true;
+}
+
+int ShaderProg::get_uniform_location(const char *name) const
+{
+       bind();
+       return glGetUniformLocation(prog, name);
+}
+
+bool ShaderProg::set_uniform(int loc, int val) const
+{
+       bind();
+       if(loc >= 0) {
+               glUniform1i(loc, val);
+               return true;
+       }
+       return false;
+}
+
+bool ShaderProg::set_uniform(int loc, float val) const
+{
+       bind();
+       if(loc >= 0) {
+               glUniform1f(loc, val);
+               return true;
+       }
+       return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Vec2 &v) const
+{
+       bind();
+       if(loc >= 0) {
+               glUniform2f(loc, v.x, v.y);
+               return true;
+       }
+       return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Vec3 &v) const
+{
+       bind();
+       if(loc >= 0) {
+               glUniform3f(loc, v.x, v.y, v.z);
+               return true;
+       }
+       return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Vec4 &v) const
+{
+       bind();
+       if(loc >= 0) {
+               glUniform4f(loc, v.x, v.y, v.z, v.w);
+               return true;
+       }
+       return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Mat3 &m) const
+{
+       bind();
+       if(loc >= 0) {
+               glUniformMatrix3fv(loc, 1, GL_FALSE, m[0]);
+               return true;
+       }
+       return false;
+}
+
+bool ShaderProg::set_uniform(int loc, const Mat4 &m) const
+{
+       bind();
+       if(loc >= 0) {
+               glUniformMatrix4fv(loc, 1, GL_FALSE, m[0]);
+               return true;
+       }
+       return false;
+}
+
+
+bool ShaderProg::set_uniform(const char *name, int val) const
+{
+       return set_uniform(get_uniform_location(name), val);
+}
+
+bool ShaderProg::set_uniform(const char *name, float val) const
+{
+       return set_uniform(get_uniform_location(name), val);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Vec2 &v) const
+{
+       return set_uniform(get_uniform_location(name), v);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Vec3 &v) const
+{
+       return set_uniform(get_uniform_location(name), v);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Vec4 &v) const
+{
+       return set_uniform(get_uniform_location(name), v);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Mat3 &m) const
+{
+       return set_uniform(get_uniform_location(name), m);
+}
+
+bool ShaderProg::set_uniform(const char *name, const Mat4 &m) const
+{
+       return set_uniform(get_uniform_location(name), m);
+}
+
+static StType unist_type(GLenum type)
+{
+       switch(type) {
+       case GL_FLOAT:
+               return ST_FLOAT;
+       case GL_FLOAT_VEC2:
+               return ST_FLOAT2;
+       case GL_FLOAT_VEC3:
+               return ST_FLOAT3;
+       case GL_FLOAT_VEC4:
+               return ST_FLOAT4;
+       case GL_INT:
+       case GL_SAMPLER_2D:
+       case GL_SAMPLER_CUBE:
+#if !GL_ES_VERSION_2_0
+       case GL_SAMPLER_1D:
+       case GL_SAMPLER_3D:
+       case GL_SAMPLER_1D_SHADOW:
+       case GL_SAMPLER_2D_SHADOW:
+#endif
+               return ST_INT;
+       case GL_INT_VEC2:
+               return ST_INT2;
+       case GL_INT_VEC3:
+               return ST_INT3;
+       case GL_INT_VEC4:
+               return ST_INT4;
+       case GL_FLOAT_MAT3:
+               return ST_MATRIX3;
+       case GL_FLOAT_MAT4:
+               return ST_MATRIX4;
+       default:
+               break;
+       }
+       return ST_UNKNOWN;
+}
+
+void ShaderProg::cache_state_uniforms() const
+{
+       if(!glIsProgram(prog)) {
+               return;
+       }
+
+       int num_uni;
+       glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &num_uni);
+
+       char name[256];
+       for(int i=0; i<num_uni; i++) {
+               GLint sz;
+               GLenum type;
+               glGetActiveUniform(prog, i, sizeof name - 1, 0, &sz, &type, name);
+
+               if(strstr(name, "st_") == name) {
+                       StateLocCache s;
+                       s.sidx = add_unistate(name, unist_type(type));
+                       s.loc = glGetUniformLocation(prog, name);
+                       stloc_cache.push_back(s);
+               }
+       }
+}
+
+void ShaderProg::setup_state_uniforms() const
+{
+#ifdef USE_OLDGL
+       setup_gl_matrices();
+#endif
+
+       for(size_t i=0; i<stloc_cache.size(); i++) {
+               setup_unistate(stloc_cache[i].sidx, this, stloc_cache[i].loc);
+       }
+}
+
+// ---- ShaderSet ----
+static Shader *create_shader()
+{
+       return new Shader;
+}
+
+bool load_shader(Shader *sdr, const char *fname, unsigned int type)
+{
+       FILE *fp;
+
+       if(!(fp = fopen(fname, "rb"))) {
+               error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
+               return false;
+       }
+
+       fseek(fp, 0, SEEK_END);
+       long sz = ftell(fp);
+       fseek(fp, 0, SEEK_SET);
+
+       sdr->src = new char[sz + 1];
+       if(fread(sdr->src, 1, sz, fp) < (size_t)sz) {
+               error_log("failed to load %s shader: %s: %s\n", strtype(type), fname, strerror(errno));
+               fclose(fp);
+               delete [] sdr->src;
+               return false;
+       }
+       sdr->src[sz] = 0;
+       fclose(fp);
+
+       sdr->set_name(fname);
+       return true;
+}
+
+static bool load_vertex_shader(Shader *sdr, const char *fname)
+{
+       return load_shader(sdr, fname, GL_VERTEX_SHADER);
+}
+
+static bool load_pixel_shader(Shader *sdr, const char *fname)
+{
+       return load_shader(sdr, fname, GL_FRAGMENT_SHADER);
+}
+
+#ifdef HAVE_GEOMETRY_SHADER
+static bool load_geom_shader(Shader *sdr, const char *fname)
+{
+       return load_shader(sdr, fname, GL_GEOMETRY_SHADER);
+}
+#endif
+
+#ifdef HAVE_TESSELATION_SHADER
+static bool load_tc_shader(Shader *sdr, const char *fname)
+{
+       return load_shader(sdr, fname, GL_TESS_CONTROL_SHADER);
+}
+
+static bool load_te_shader(Shader *sdr, const char *fname)
+{
+       return load_shader(sdr, fname, GL_TESS_EVALUATION_SHADER);
+}
+#endif
+
+static bool done_shader(Shader *sdr)
+{
+       return sdr->create(sdr->get_source(), sdr->get_type());
+}
+
+static void destroy_shader(Shader *sdr)
+{
+       delete sdr;
+}
+
+ShaderSet::ShaderSet(unsigned int type)
+       : DataSet<Shader*>(create_shader, 0, done_shader, destroy_shader)
+{
+       this->type = type;
+
+       switch(type) {
+       case GL_VERTEX_SHADER:
+               load = load_vertex_shader;
+               break;
+
+       case GL_FRAGMENT_SHADER:
+               load = load_pixel_shader;
+               break;
+
+#ifdef HAVE_GEOMETRY_SHADER
+       case GL_GEOMETRY_SHADER:
+               load = load_geom_shader;
+               break;
+#endif
+
+#ifdef HAVE_TESSELATION_SHADER
+       case GL_TESS_CONTROL_SHADER:
+               load = load_tc_shader;
+               break;
+
+       case GL_TESS_EVALUATION_SHADER:
+               load = load_te_shader;
+               break;
+#endif
+
+       default:
+               error_log("ShaderSet constructed with invalid shader type!\n");
+       }
+}
+
+static struct {
+       const char *name;
+       int loc;
+} attr_loc[] = {
+       {"attr_vertex", MESH_ATTR_VERTEX},
+       {"attr_normal", MESH_ATTR_NORMAL},
+       {"attr_tangent", MESH_ATTR_TANGENT},
+       {"attr_texcoord", MESH_ATTR_TEXCOORD},
+       {"attr_color", MESH_ATTR_COLOR},
+       {"attr_boneweights", MESH_ATTR_BONEWEIGHTS},
+       {"attr_boneidx", MESH_ATTR_BONEIDX}
+};
+
+static void bind_standard_attr(const ShaderProg *prog)
+{
+       // we must link once to find out which are the active attributes
+       glLinkProgram(prog->get_id());
+
+       int num_attr;
+       glGetProgramiv(prog->get_id(), GL_ACTIVE_ATTRIBUTES, &num_attr);
+
+       char name[256];
+       for(int i=0; i<num_attr; i++) {
+               GLint sz;
+               GLenum type;
+               glGetActiveAttrib(prog->get_id(), i, sizeof name - 1, 0, &sz, &type, name);
+
+               for(int j=0; j<(int)(sizeof attr_loc / sizeof *attr_loc); j++) {
+                       if(strcmp(name, attr_loc[j].name) == 0) {
+                               prog->set_attrib_location(name, attr_loc[j].loc);
+                       }
+               }
+       }
+}
+
+
+static const char *strtype(unsigned int type)
+{
+       switch(type) {
+       case GL_VERTEX_SHADER:
+               return "vertex";
+       case GL_FRAGMENT_SHADER:
+               return "fragment";
+#ifdef HAVE_GEOMETRY_SHADER
+       case GL_GEOMETRY_SHADER:
+               return "geometry";
+#endif
+#ifdef HAVE_TESSELATION_SHADER
+       case GL_TESS_CONTROL_SHADER:
+               return "tesselation control";
+       case GL_TESS_EVALUATION_SHADER:
+               return "tesselation evaluation";
+#endif
+       default:
+               break;
+       }
+       return "<unknown>";
+}