1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include <cmath> |
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16 | #include <cstdio> |
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17 | |
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18 | #ifdef WIN32 |
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19 | # define WIN32_LEAN_AND_MEAN |
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20 | # include <windows.h> |
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21 | #endif |
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22 | |
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23 | #include "core.h" |
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24 | #include "lolgl.h" |
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25 | |
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26 | /* |
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27 | * Shader implementation class |
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28 | */ |
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29 | |
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30 | class ShaderData |
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31 | { |
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32 | friend class Shader; |
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33 | |
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34 | private: |
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35 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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36 | GLuint prog_id, vert_id, frag_id; |
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37 | #endif |
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38 | uint32_t vert_crc, frag_crc; |
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39 | |
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40 | /* Global shader cache */ |
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41 | static Shader *shaders[]; |
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42 | static int nshaders; |
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43 | }; |
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44 | |
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45 | Shader *ShaderData::shaders[256]; |
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46 | int ShaderData::nshaders = 0; |
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47 | |
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48 | /* |
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49 | * Public Shader class |
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50 | */ |
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51 | |
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52 | Shader *Shader::Create(char const *vert, char const *frag) |
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53 | { |
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54 | uint32_t new_vert_crc = Hash::Crc32(vert); |
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55 | uint32_t new_frag_crc = Hash::Crc32(frag); |
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56 | |
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57 | for (int n = 0; n < ShaderData::nshaders; n++) |
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58 | { |
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59 | if (ShaderData::shaders[n]->data->vert_crc == new_vert_crc |
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60 | && ShaderData::shaders[n]->data->frag_crc == new_frag_crc) |
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61 | return ShaderData::shaders[n]; |
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62 | } |
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63 | |
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64 | Shader *ret = new Shader(vert, frag); |
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65 | ShaderData::shaders[ShaderData::nshaders] = ret; |
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66 | ShaderData::nshaders++; |
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67 | return ret; |
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68 | } |
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69 | |
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70 | void Shader::Destroy(Shader *shader) |
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71 | { |
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72 | /* XXX: do nothing! the shader should remain in cache */ |
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73 | (void)shader; |
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74 | } |
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75 | |
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76 | Shader::Shader(char const *vert, char const *frag) |
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77 | : data(new ShaderData()) |
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78 | { |
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79 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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80 | char buf[4096]; |
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81 | GLsizei len; |
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82 | #endif |
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83 | |
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84 | data->vert_crc = Hash::Crc32(vert); |
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85 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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86 | data->vert_id = glCreateShader(GL_VERTEX_SHADER); |
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87 | glShaderSource(data->vert_id, 1, &vert, NULL); |
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88 | glCompileShader(data->vert_id); |
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89 | |
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90 | glGetShaderInfoLog(data->vert_id, sizeof(buf), &len, buf); |
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91 | if (len > 0) |
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92 | fprintf(stderr, "ERROR: failed to compile vertex shader: %s", buf); |
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93 | #endif |
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94 | |
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95 | data->frag_crc = Hash::Crc32(frag); |
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96 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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97 | data->frag_id = glCreateShader(GL_FRAGMENT_SHADER); |
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98 | glShaderSource(data->frag_id, 1, &frag, NULL); |
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99 | glCompileShader(data->frag_id); |
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100 | |
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101 | glGetShaderInfoLog(data->frag_id, sizeof(buf), &len, buf); |
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102 | if (len > 0) |
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103 | fprintf(stderr, "ERROR: failed to compile fragment shader: %s", buf); |
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104 | |
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105 | data->prog_id = glCreateProgram(); |
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106 | glAttachShader(data->prog_id, data->vert_id); |
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107 | glAttachShader(data->prog_id, data->frag_id); |
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108 | |
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109 | glLinkProgram(data->prog_id); |
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110 | glValidateProgram(data->prog_id); |
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111 | #endif |
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112 | } |
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113 | |
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114 | int Shader::GetAttribLocation(char const *attr) const |
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115 | { |
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116 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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117 | return glGetAttribLocation(data->prog_id, attr); |
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118 | #else |
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119 | (void)attr; |
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120 | return -1; |
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121 | #endif |
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122 | } |
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123 | |
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124 | int Shader::GetUniformLocation(char const *uni) const |
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125 | { |
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126 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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127 | return glGetUniformLocation(data->prog_id, uni); |
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128 | #else |
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129 | (void)uni; |
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130 | return -1; |
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131 | #endif |
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132 | } |
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133 | |
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134 | void Shader::Bind() const |
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135 | { |
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136 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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137 | glUseProgram(data->prog_id); |
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138 | #endif |
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139 | } |
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140 | |
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141 | Shader::~Shader() |
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142 | { |
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143 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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144 | glDetachShader(data->prog_id, data->vert_id); |
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145 | glDetachShader(data->prog_id, data->frag_id); |
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146 | glDeleteShader(data->vert_id); |
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147 | glDeleteShader(data->frag_id); |
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148 | glDeleteProgram(data->prog_id); |
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149 | #endif |
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150 | delete data; |
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151 | } |
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152 | |
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