628 lines
12 KiB
C++
628 lines
12 KiB
C++
/****************************************************************************
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* MeshLab o o *
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* An extendible mesh processor o o *
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* _ O _ *
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* Copyright(C) 2005, 2009 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __SHADERS_H__
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#define __SHADERS_H__
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#include <GL/glew.h>
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#include <stdio.h>
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#include <set>
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#include "gl_object.h"
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#include "../../vcg/space/point2.h"
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#include "../../vcg/space/point3.h"
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#include "../../vcg/space/point4.h"
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class Shader : public GLObject, public Bindable
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{
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public:
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typedef enum
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{
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VERTEX,
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FRAGMENT,
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GEOMETRY
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} ShaderType;
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Shader(void) : GLObject(), Bindable()
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{
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this->flags = 0;
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this->flags |= SOURCE_DIRTY;
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this->compiled = false;
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}
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void Gen(void)
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{
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this->Del();
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GLenum t;
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switch (this->Type())
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{
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case Shader::VERTEX : t = GL_VERTEX_SHADER; break;
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case Shader::FRAGMENT : t = GL_FRAGMENT_SHADER; break;
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case Shader::GEOMETRY : t = GL_GEOMETRY_SHADER_EXT; break;
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default: return;
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};
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this->objectID = glCreateShader(t);
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}
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void Del(void)
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{
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if (this->objectID == 0) return;
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glDeleteShader(this->objectID);
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this->objectID = 0;
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}
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virtual ShaderType Type(void) const = 0;
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void SetSource(const char * src)
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{
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if (this->objectID==0)
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Gen();
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this->flags |= SOURCE_DIRTY;
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this->compiled = false;
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this->source = src;
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const char * pSrc = this->source.c_str();
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glShaderSource(this->objectID, 1, &pSrc, 0);
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}
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bool LoadSource(const char * fileName)
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{
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if (this->objectID==0)
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Gen();
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this->flags |= SOURCE_DIRTY;
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this->compiled = false;
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FILE * f = fopen(fileName, "rb");
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if (f == 0)
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{
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this->source = "";
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return false;
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}
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fseek(f, 0, SEEK_END);
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const size_t sz = (size_t)ftell(f);
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rewind(f);
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char * buff = new char[sz + 1];
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fread(buff, sizeof(char), sz, f);
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fclose(f);
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buff[sz] = '\0';
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this->source = buff;
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delete [] buff;
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const char * pSrc = this->source.c_str();
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glShaderSource(this->objectID, 1, &pSrc, 0);
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return true;
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}
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bool Compile(void)
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{
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glCompileShader(this->objectID);
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GLint cm = 0;
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glGetShaderiv(this->objectID, GL_COMPILE_STATUS, &cm);
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this->compiled = (cm != GL_FALSE);
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this->flags = 0;
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return this->compiled;
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}
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bool IsCompiled(void)
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{
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return this->compiled;
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}
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std::string InfoLog(void)
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{
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GLint len = 0;
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glGetShaderiv(this->objectID, GL_INFO_LOG_LENGTH, &len);
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char * ch = new char[len + 1];
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glGetShaderInfoLog(this->objectID, len, &len, ch);
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std::string infoLog = ch;
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delete [] ch;
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return infoLog;
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}
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protected:
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enum
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{
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SOURCE_DIRTY
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};
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std::string source;
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unsigned int flags;
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bool compiled;
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void DoBind(void)
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{
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}
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void DoUnbind(void)
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{
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}
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};
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class VertexShader : public Shader
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{
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public:
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VertexShader(void) : Shader()
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{
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}
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ShaderType Type(void) const
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{
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return Shader::VERTEX;
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}
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};
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class FragmentShader : public Shader
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{
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public:
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FragmentShader(void) : Shader()
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{
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}
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ShaderType Type(void) const
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{
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return Shader::FRAGMENT;
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}
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};
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class GeometryShader : public Shader
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{
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public:
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GeometryShader(void) : Shader()
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{
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}
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ShaderType Type(void) const
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{
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return Shader::GEOMETRY;
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}
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};
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#if 0
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class Program;
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class Uniform
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{
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friend class Program;
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public:
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/*
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typedef enum
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{
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U_BOOL,
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U_BVEC2,
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U_BVEC3,
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U_BVEC4,
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U_BMAT2,
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U_BMAT3,
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U_BMAT4,
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U_INT,
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U_IVEC2,
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U_IVEC3,
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U_IVEC4,
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U_IMAT2,
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U_IMAT3,
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U_IMAT4,
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U_FLOAT,
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U_FVEC2,
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U_FVEC3,
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U_FVEC4,
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U_FMAT2,
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U_FMAT3,
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U_FMAT4,
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U_SAMPLER1D,
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U_SAMPLER2D,
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U_SAMPLER3D,
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U_SAMPLERCUBE,
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U_SAMPLER1DSHADOW,
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U_SAMPLER2DSHADOW
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} UniformType;
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*/
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const std::string & Name(void) const
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{
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return this->name;
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}
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virtual GLenum Type(void) const = 0;
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protected:
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Program * prog;
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GLint location;
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std::string name;
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Uniform(Program * prog, GLint location, const std::string & name)
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{
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this->prog = prog;
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this->location = location;
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this->name = name;
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}
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virtual void Apply(void) = 0;
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};
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class Uniform1b : public Uniform;
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{
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public:
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void SetValue(GLboolean x)
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{
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this->value[0] = x;
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}
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GLboolean GetValue(void) const
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{
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return this->value[0];
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}
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protected:
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Program * prog;
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GLboolean value[1];
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Uniform(Program * prog, GLint location, const std::string & name) : Uniform(prog, location, name)
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{
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this->value = GL_FALSE;
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}
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};
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class Uniform2b : public Uniform;
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{
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public:
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void SetValue(GLboolean x, GLboolean y)
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{
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this->value[0] = x;
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this->value[1] = y;
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}
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GLboolean GetValueX(void) const
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{
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return this->value[0];
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}
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GLboolean GetValueY(void) const
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{
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return this->value[1];
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}
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protected:
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Program * prog;
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GLboolean value[2];
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Uniform(Program * prog, GLint location, const std::string & name) : Uniform(prog, location, name)
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{
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this->value[0] = GL_FALSE;
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this->value[1] = GL_FALSE;
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}
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};
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class Uniform3b : public Uniform;
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{
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public:
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void SetValue(GLboolean x, GLboolean y, GLboolean z)
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{
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this->value[0] = x;
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this->value[1] = y;
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this->value[2] = z;
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}
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GLboolean GetValueX(void) const
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{
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return this->value[0];
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}
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GLboolean GetValueY(void) const
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{
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return this->value[1];
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}
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GLboolean GetValueZ(void) const
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{
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return this->value[2];
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}
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protected:
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Program * prog;
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GLboolean value[2];
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Uniform(Program * prog, GLint location, const std::string & name) : Uniform(prog, location, name)
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{
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this->value[0] = GL_FALSE;
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this->value[1] = GL_FALSE;
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}
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};
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class Uniform1i : public Uniform;
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{
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public:
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void SetValue(GLint v)
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{
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this->value = v;
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}
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GLint GetValue(void) const
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{
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return this->value;
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}
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protected:
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Program * prog;
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GLint value;
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Uniform(Program * prog, GLint location, const std::string & name) : Uniform(prog, location, name)
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{
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this->value = 0;
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}
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};
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#endif
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class Program : public GLObject, public Bindable
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{
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public:
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Program(void)
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{
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this->linked = false;
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}
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void Gen(void)
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{
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this->Del();
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this->objectID = glCreateProgram();
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}
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void Del(void)
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{
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if (this->objectID == 0) return;
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glDeleteProgram(this->objectID);
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this->objectID = 0;
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}
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void Attach(Shader * shd)
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{
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if (this->objectID==0)
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Gen();
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this->shaders.insert(shd);
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this->linked = false;
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glAttachShader(this->objectID, shd->ObjectID());
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}
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void Detach(Shader * shd)
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{
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this->shaders.erase(shd);
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this->linked = false;
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glDetachShader(this->objectID, shd->ObjectID());
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}
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GLsizei AttachedShaders(void) const
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{
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return ((GLsizei)(this->shaders.size()));
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}
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Shader * AttachedShader(int i)
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{
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Shader * shd = 0;
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int cnt = 0;
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for (std::set<Shader *>::iterator it=this->shaders.begin(); (cnt < i) && (it!=this->shaders.end()); ++it)
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{
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shd = (*it);
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}
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return shd;
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}
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bool Link(void)
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{
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bool ok = true;
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for (std::set<Shader *>::iterator it=this->shaders.begin(); it!=this->shaders.end(); ++it)
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{
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Shader * shd = (*it);
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if (!shd->IsCompiled())
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{
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ok = shd->Compile() && ok;
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}
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}
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if (!ok)
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return false;
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glLinkProgram(this->objectID);
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GLint cm = 0;
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glGetProgramiv(this->objectID, GL_LINK_STATUS, &cm);
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this->linked = (cm != GL_FALSE);
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return this->linked;
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}
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bool IsLinked(void) const
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{
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return this->linked;
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}
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std::string InfoLog(void)
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{
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GLint len = 0;
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glGetProgramiv(this->objectID, GL_INFO_LOG_LENGTH, &len);
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char * ch = new char[len + 1];
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glGetProgramInfoLog(this->objectID, len, &len, ch);
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std::string infoLog = ch;
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delete [] ch;
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return infoLog;
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}
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void Uniform(const char * name, GLint x)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform1i(loc, x);
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}
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void Uniform(const char * name, GLint x, GLint y)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform2i(loc, x, y);
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}
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void Uniform(const char * name, GLint x, GLint y, GLint z)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform3i(loc, x, y, z);
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}
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void Uniform(const char * name, GLint x, GLint y, GLint z, GLint w)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform4i(loc, x, y, z, w);
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}
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void Uniform(const char * name, GLfloat x)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform1f(loc, x);
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}
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void Uniform(const char * name, GLfloat x, GLfloat y)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform2f(loc, x, y);
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}
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void Uniform(const char * name, GLfloat x, GLfloat y, GLfloat z)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform3f(loc, x, y, z);
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}
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void Uniform(const char * name, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform4f(loc, x, y, z, w);
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}
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void Uniform(const char * name, const vcg::Point2f& p)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform2fv(loc, 1, p.V());
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}
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void Uniform(const char * name, const vcg::Point3f& p)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform3fv(loc, 1, p.V());
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}
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void Uniform(const char * name, const vcg::Point4f& p)
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{
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const GLint loc = glGetUniformLocation(this->objectID, name);
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glUniform4fv(loc, 1, p.V());
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}
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void Parameter(GLenum pname, int value)
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{
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glProgramParameteriEXT(this->objectID, pname, value);
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}
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void Attribute(int index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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glVertexAttrib4f(index, x, y, z, w);
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}
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void BindAttribute(int index, const char * name)
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{
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glBindAttribLocation(this->objectID, index, name);
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}
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protected:
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std::set<Shader *> shaders;
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bool linked;
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void DoBind(void)
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{
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if (!this->IsLinked())
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{
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this->Link();
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}
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glUseProgram(this->objectID);
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}
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void DoUnbind(void)
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{
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glUseProgram(0);
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}
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};
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class ProgramVF : public Bindable
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{
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public:
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Program prog;
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VertexShader vshd;
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FragmentShader fshd;
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ProgramVF(void) : Bindable()
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{
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}
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void SetSources(const char * vsrc, const char * fsrc)
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{
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if (vsrc) {
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this->vshd.SetSource(vsrc);
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this->prog.Attach(&(this->vshd));
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}
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if (fsrc) {
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this->fshd.SetSource(fsrc);
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this->prog.Attach(&(this->fshd));
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}
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}
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void LoadSources(const char * vfile, const char * ffile)
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{
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if (vfile) {
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this->vshd.LoadSource(vfile);
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this->prog.Attach(&(this->vshd));
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}
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if (ffile) {
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this->fshd.LoadSource(ffile);
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this->prog.Attach(&(this->fshd));
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}
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}
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protected:
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void DoBind(void)
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{
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this->prog.Bind();
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}
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void DoUnbind(void)
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{
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this->prog.Unbind();
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}
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};
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#endif // __SHADERS_H__
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