Retired Document
Important: This document is part of the Legacy section of the ADC Developer Library. This information should not be used for new development.
Current information on this Developer Library topic can be found here:
common/shader.cpp
// Version: <1.0> |
// |
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// software. |
// |
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// Software, with or without modifications, in source and / or binary forms; |
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// Software may be incorporated. |
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// The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO |
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// WARRANTIES OF NON - INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A |
// PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION |
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// INTERRUPTION ) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION |
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// UNDER THEORY OF CONTRACT, TORT ( INCLUDING NEGLIGENCE ), STRICT LIABILITY OR |
// OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
// |
// Copyright ( C ) 2008 Apple Inc. All Rights Reserved. |
// |
//////////////////////////////////////////////////////////////////////////////////////////////////// |
#include <stdio.h> |
#include "shader.h" |
#include "data_loader.h" |
//////////////////////////////////////////////////////////////////////////////// |
Shader::Shader() : |
m_uiProgram(0) |
{ |
m_akUniforms.clear(); |
} |
Shader::~Shader() |
{ |
destroy(); |
} |
void |
Shader::destroy() |
{ |
if(m_uiProgram) |
glDeleteProgram(m_uiProgram); |
m_uiProgram = 0; |
m_akUniforms.clear(); |
} |
void |
Shader::enable() |
{ |
if(m_uiProgram == 0) |
return; |
glUseProgram(m_uiProgram); |
checkStatus("Enabling shader"); |
UniformMapIter pkIter; |
for(pkIter = m_akUniforms.begin(); pkIter != m_akUniforms.end(); pkIter++) |
{ |
Uniform kUniform = pkIter->second; |
if( kUniform.location < 0 ) |
continue; |
#ifdef DEBUG |
char acMessage[1024] = {0}; |
#endif |
switch(kUniform.length) |
{ |
case 1: |
{ |
if( kUniform.integer ) |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform1i[%3d][%s] = [%d] \n", |
kUniform.location, |
pkIter->first, |
kUniform.value.i[ 0]); |
#endif |
glUniform1i( kUniform.location, kUniform.value.i[0]); |
} |
else |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform1f[%3d][%s] = [%f] \n", |
kUniform.location, |
pkIter->first, |
kUniform.value.f[ 0]); |
#endif |
glUniform1f( kUniform.location, kUniform.value.f[0]); |
} |
break; |
} |
case 2: |
{ |
if( kUniform.integer ) |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform2i[%3d][%s] = [%d %d] \n", |
kUniform.location, |
pkIter->first, |
kUniform.value.i[ 0], |
kUniform.value.i[ 1]); |
#endif |
glUniform2iv( kUniform.location, 2, kUniform.value.i); |
} |
else |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform2f[%3d][%s] = [%f %f] \n", |
kUniform.location, |
pkIter->first, |
kUniform.value.f[ 0], |
kUniform.value.f[ 1]); |
#endif |
glUniform2fv( kUniform.location, 2, kUniform.value.f); |
} |
break; |
} |
case 3: |
{ |
if( kUniform.integer ) |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform3i[%3d][%s] = [%d %d %d] \n", |
kUniform.location, |
pkIter->first, |
kUniform.value.i[ 0], |
kUniform.value.i[ 1], |
kUniform.value.i[ 2]); |
#endif |
glUniform3iv( kUniform.location, 3, kUniform.value.i); |
} |
else |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform3f[%3d][%s] = [%f %f %f] \n", |
kUniform.location, |
pkIter->first, |
kUniform.value.f[ 0], |
kUniform.value.f[ 1], |
kUniform.value.f[ 2]); |
#endif |
glUniform3fv( kUniform.location, 3, kUniform.value.f); |
} |
break; |
} |
case 4: |
{ |
if( kUniform.integer ) |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform4i[%3d][%s] = [%d %d %d %d] \n", |
kUniform.location, |
pkIter->first, |
kUniform.value.i[ 0], |
kUniform.value.i[ 1], |
kUniform.value.i[ 2], |
kUniform.value.i[ 3]); |
#endif |
glUniform4iv( kUniform.location, 4, kUniform.value.i); |
} |
else |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform4f[%3d][%s] = [%f %f %f %f] \n", |
kUniform.location, |
pkIter->first, |
kUniform.value.f[ 0], |
kUniform.value.f[ 1], |
kUniform.value.f[ 2], |
kUniform.value.f[ 3]); |
#endif |
glUniform4fv( kUniform.location, 1, kUniform.value.f); |
} |
break; |
} |
case 16: |
{ |
if( kUniform.integer == false ) |
{ |
#ifdef DEBUG |
sprintf(acMessage, |
"Shader Uniform16f[%3d][%s] = [%f %f %f %f] [%f %f %f %f] [%f %f %f %f] [%f %f %f %f]\n", |
kUniform.location, |
pkIter->first, |
kUniform.value.f[ 0], |
kUniform.value.f[ 1], |
kUniform.value.f[ 2], |
kUniform.value.f[ 3], |
kUniform.value.f[ 4], |
kUniform.value.f[ 5], |
kUniform.value.f[ 6], |
kUniform.value.f[ 7], |
kUniform.value.f[ 8], |
kUniform.value.f[ 9], |
kUniform.value.f[10], |
kUniform.value.f[11], |
kUniform.value.f[12], |
kUniform.value.f[13], |
kUniform.value.f[14], |
kUniform.value.f[15]); |
#endif |
glUniformMatrix4fv( kUniform.location, 1, false, kUniform.value.f); |
} |
break; |
}; |
} |
#ifdef DEBUG |
char acStatusMsg[4096]; |
sprintf(acStatusMsg, "Submitting %s", acMessage ); |
checkStatus(acStatusMsg); |
#endif |
checkStatus("Submitting uniforms"); |
} |
} |
void |
Shader::disable() |
{ |
glUseProgram(0); |
checkStatus("Disabling program"); |
} |
bool |
Shader::setUniform1f(const char* acName, float fV) |
{ |
int iLocation = glGetUniformLocation(m_uiProgram, acName); |
if(iLocation < 0) |
{ |
printf("Shader Error: Invalid uniform '%s', location not found! %d\n", acName, iLocation); |
return false; |
} |
Uniform kUniform; |
kUniform.location = iLocation; |
kUniform.length = 1; |
kUniform.integer = false; |
kUniform.value.f[0] = fV; |
m_akUniforms[acName] = kUniform; |
return true; |
} |
bool |
Shader::setUniform2f(const char* acName, const float2 & rkV) |
{ |
int iLocation = glGetUniformLocation(m_uiProgram, acName); |
if(iLocation < 0) |
{ |
printf("Shader Error: Invalid uniform '%s', location not found! %d\n", acName, iLocation); |
return false; |
} |
Uniform kUniform; |
kUniform.location = iLocation; |
kUniform.length = 2; |
kUniform.integer = false; |
kUniform.value.f[0] = rkV.x; |
kUniform.value.f[1] = rkV.y; |
m_akUniforms[acName] = kUniform; |
return true; |
} |
bool |
Shader::setUniform3f(const char* acName, const float3 & rkV) |
{ |
int iLocation = glGetUniformLocation(m_uiProgram, acName); |
if(iLocation < 0) |
{ |
printf("Shader Error: Invalid uniform '%s', location not found! %d\n", acName, iLocation); |
return false; |
} |
Uniform kUniform; |
kUniform.location = iLocation; |
kUniform.length = 3; |
kUniform.integer = false; |
kUniform.value.f[0] = rkV.x; |
kUniform.value.f[1] = rkV.y; |
kUniform.value.f[2] = rkV.z; |
m_akUniforms[acName] = kUniform; |
return true; |
} |
bool |
Shader::setUniform4f(const char* acName, const float4 &rkV) |
{ |
int iLocation = glGetUniformLocation(m_uiProgram, acName); |
if(iLocation < 0) |
{ |
printf("Shader Error: Invalid uniform '%s', location not found! %d\n", acName, iLocation); |
return false; |
} |
Uniform kUniform; |
kUniform.location = iLocation; |
kUniform.length = 4; |
kUniform.integer = false; |
kUniform.value.f[0] = rkV.x; |
kUniform.value.f[1] = rkV.y; |
kUniform.value.f[2] = rkV.z; |
kUniform.value.f[3] = rkV.w; |
m_akUniforms[acName] = kUniform; |
return true; |
} |
bool |
Shader::setUniform16f(const char* acName, const float16 & rkV) |
{ |
int iLocation = glGetUniformLocation(m_uiProgram, acName); |
if(iLocation < 0) |
{ |
printf("Shader Error: Invalid uniform '%s', location not found! %d\n", acName, iLocation); |
return false; |
} |
Uniform kUniform; |
kUniform.location = iLocation; |
kUniform.length = 16; |
kUniform.integer = false; |
memcpy(kUniform.value.f, rkV, 16 * sizeof(float)); |
m_akUniforms[acName] = kUniform; |
return true; |
} |
bool |
Shader::setUniform1i(const char* acName, int iV) |
{ |
int iLocation = glGetUniformLocation(m_uiProgram, acName); |
if(iLocation < 0) |
{ |
printf("Shader Error: Invalid uniform '%s', location not found! %d\n", acName, iLocation); |
return false; |
} |
Uniform kUniform; |
kUniform.location = iLocation; |
kUniform.length = 1; |
kUniform.integer = true; |
kUniform.value.i[0] = iV; |
m_akUniforms[acName] = kUniform; |
return true; |
} |
bool |
Shader::compile( |
const char* acVertexPgmSrc, |
const char* acFragPgmSrc) |
{ |
const uint uiMaxInfoLogLength = 1000; |
char acInfoLog[uiMaxInfoLogLength]; |
int iLogLength = 0; |
destroy(); |
GLuint uiVertexShader = glCreateShader(GL_VERTEX_SHADER); |
GLuint uiFragmentShader = glCreateShader(GL_FRAGMENT_SHADER); |
glShaderSource(uiVertexShader, 1, &acVertexPgmSrc, 0); |
glShaderSource(uiFragmentShader, 1, &acFragPgmSrc, 0); |
glCompileShader(uiVertexShader); |
glGetShaderInfoLog(uiVertexShader, uiMaxInfoLogLength, (GLsizei*) &iLogLength, (GLchar*) acInfoLog); |
if(iLogLength && strlen(acInfoLog)) |
printf("Shader: Build Log:\n%s\n", acInfoLog); |
glCompileShader(uiFragmentShader); |
glGetShaderInfoLog(uiFragmentShader, uiMaxInfoLogLength, (GLsizei*) &iLogLength, (GLchar*) acInfoLog); |
if(iLogLength && strlen(acInfoLog)) |
printf("Shader: Build Log:\n%s\n", acInfoLog); |
GLuint uiProgram = glCreateProgram(); |
glAttachShader(uiProgram, uiVertexShader); |
glAttachShader(uiProgram, uiFragmentShader); |
glLinkProgram(uiProgram); |
glGetProgramInfoLog(uiProgram, uiMaxInfoLogLength, (GLsizei*) &iLogLength, (GLchar*) acInfoLog); |
if(iLogLength) |
printf("%s\n", acInfoLog); |
GLint iSuccess = 0; |
glGetProgramiv(uiProgram, GL_LINK_STATUS, &iSuccess); |
if (iSuccess == 0) |
{ |
glGetProgramInfoLog(uiProgram, uiMaxInfoLogLength, 0, acInfoLog); |
printf("Shader: Failed to link program:\n%s\n", acInfoLog); |
glDeleteProgram(uiProgram); |
uiProgram = 0; |
return false; |
} |
m_uiProgram = uiProgram; |
return true; |
} |
bool |
Shader::loadAndCompile( |
const char* acVertexFilename, |
const char* acFragmentFilename) |
{ |
char *acResource = 0; |
uint uiLength = 0; |
char *acVertexPgmSrc = 0; |
size_t uiVertexPgmLength = 0; |
char *acFragmentPgmSrc = 0; |
size_t uiFragmentPgmLength = 0; |
FindResourcePath(acVertexFilename, &acResource, &uiLength); |
LoadTextFromFile(acResource, &acVertexPgmSrc, &uiVertexPgmLength); |
if(acResource) |
free(acResource); |
FindResourcePath(acFragmentFilename, &acResource, &uiLength); |
LoadTextFromFile(acResource, &acFragmentPgmSrc, &uiFragmentPgmLength); |
if(acResource) |
free(acResource); |
bool bSuccess = compile(acVertexPgmSrc, acFragmentPgmSrc); |
if(acVertexPgmSrc) |
free(acVertexPgmSrc); |
if(acFragmentPgmSrc) |
free(acFragmentPgmSrc); |
return bSuccess; |
} |
void |
Shader::checkStatus(const char *acMessage) |
{ |
GLenum eError = glGetError(); |
if(eError == GL_FALSE) |
return; |
if(acMessage) |
printf("Shader[%d]: OpenGL Error: %s\n", m_uiProgram, acMessage); |
switch(eError) |
{ |
case(GL_INVALID_ENUM): |
printf("Shader[%d]: OpenGL Error: Invalid Enumerate!\n", m_uiProgram); |
break; |
case(GL_INVALID_VALUE): |
printf("Shader[%d]: OpenGL Error: Invalid Value!\n", m_uiProgram); |
break; |
case(GL_INVALID_OPERATION): |
printf("Shader[%d]: OpenGL Error: Invalid Operation!\n", m_uiProgram); |
break; |
case(GL_STACK_OVERFLOW): |
printf("Shader[%d]: OpenGL Error: Stack Overflow!\n", m_uiProgram); |
break; |
case(GL_STACK_UNDERFLOW): |
printf("Shader[%d]: OpenGL Error: Stack Underflow!\n", m_uiProgram); |
break; |
case(GL_OUT_OF_MEMORY): |
printf("Shader[%d]: OpenGL Error: Out of Memory!\n", m_uiProgram); |
break; |
case(GL_INVALID_FRAMEBUFFER_OPERATION_EXT): |
printf("Shader[%d]: OpenGL Error: Invalid framebuffer operation!\n", m_uiProgram); |
break; |
default: |
printf("Shader[%d]: Unknown OpenGL Error '%d'\n", m_uiProgram, (int)eError); |
break; |
} |
} |
GLuint |
Shader::getVertexAttribLocation(const char *name) |
{ |
return glGetAttribLocation(m_uiProgram, name); |
} |
Copyright © 2011 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2011-04-13