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[casparcg] / accelerator / ogl / util / shader.cpp
1 /*\r
2 * Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>\r
3 *\r
4 * This file is part of CasparCG (www.casparcg.com).\r
5 *\r
6 * CasparCG is free software: you can redistribute it and/or modify\r
7 * it under the terms of the GNU General Public License as published by\r
8 * the Free Software Foundation, either version 3 of the License, or\r
9 * (at your option) any later version.\r
10 *\r
11 * CasparCG is distributed in the hope that it will be useful,\r
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of\r
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
14 * GNU General Public License for more details.\r
15 *\r
16 * You should have received a copy of the GNU General Public License\r
17 * along with CasparCG. If not, see <http://www.gnu.org/licenses/>.\r
18 *\r
19 * Author: Robert Nagy, ronag89@gmail.com\r
20 */\r
21 \r
22 #include "../../stdafx.h"\r
23 \r
24 #include "shader.h"\r
25 \r
26 #include <common/gl/gl_check.h>\r
27 \r
28 #include <gl/glew.h>\r
29 \r
30 #include <unordered_map>\r
31 \r
32 namespace caspar { namespace accelerator { namespace ogl {\r
33 \r
34 struct shader::impl : boost::noncopyable\r
35 {\r
36         GLuint program_;\r
37         std::unordered_map<std::string, GLint> locations_;\r
38 public:\r
39 \r
40         impl(const std::string& vertex_source_str, const std::string& fragment_source_str) : program_(0)\r
41         {\r
42                 GLint success;\r
43         \r
44                 const char* vertex_source = vertex_source_str.c_str();\r
45                                                 \r
46                 auto vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);\r
47                                         \r
48                 GL(glShaderSourceARB(vertex_shader, 1, &vertex_source, NULL));\r
49                 GL(glCompileShaderARB(vertex_shader));\r
50 \r
51                 GL(glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));\r
52                 if (success == GL_FALSE)\r
53                 {\r
54                         char info[2048];\r
55                         GL(glGetInfoLogARB(vertex_shader, sizeof(info), 0, info));\r
56                         GL(glDeleteObjectARB(vertex_shader));\r
57                         std::stringstream str;\r
58                         str << "Failed to compile vertex shader:" << std::endl << info << std::endl;\r
59                         CASPAR_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
60                 }\r
61                         \r
62                 const char* fragment_source = fragment_source_str.c_str();\r
63                                                 \r
64                 auto fragmemt_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);\r
65                                         \r
66                 GL(glShaderSourceARB(fragmemt_shader, 1, &fragment_source, NULL));\r
67                 GL(glCompileShaderARB(fragmemt_shader));\r
68 \r
69                 GL(glGetObjectParameterivARB(fragmemt_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));\r
70                 if (success == GL_FALSE)\r
71                 {\r
72                         char info[2048];\r
73                         GL(glGetInfoLogARB(fragmemt_shader, sizeof(info), 0, info));\r
74                         GL(glDeleteObjectARB(fragmemt_shader));\r
75                         std::stringstream str;\r
76                         str << "Failed to compile fragment shader:" << std::endl << info << std::endl;\r
77                         CASPAR_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
78                 }\r
79                         \r
80                 program_ = glCreateProgramObjectARB();\r
81                         \r
82                 GL(glAttachObjectARB(program_, vertex_shader));\r
83                 GL(glAttachObjectARB(program_, fragmemt_shader));\r
84 \r
85                 GL(glLinkProgramARB(program_));\r
86                         \r
87                 GL(glDeleteObjectARB(vertex_shader));\r
88                 GL(glDeleteObjectARB(fragmemt_shader));\r
89 \r
90                 GL(glGetObjectParameterivARB(program_, GL_OBJECT_LINK_STATUS_ARB, &success));\r
91                 if (success == GL_FALSE)\r
92                 {\r
93                         char info[2048];\r
94                         GL(glGetInfoLogARB(program_, sizeof(info), 0, info));\r
95                         GL(glDeleteObjectARB(program_));\r
96                         std::stringstream str;\r
97                         str << "Failed to link shader program:" << std::endl << info << std::endl;\r
98                         CASPAR_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
99                 }\r
100                 GL(glUseProgramObjectARB(program_));\r
101         }\r
102         \r
103         ~impl()\r
104         {\r
105                 glDeleteProgram(program_);\r
106         }\r
107 \r
108         GLint get_location(const char* name)\r
109         {\r
110                 auto it = locations_.find(name);\r
111                 if(it == locations_.end())\r
112                         it = locations_.insert(std::make_pair(name, glGetUniformLocation(program_, name))).first;\r
113                 return it->second;\r
114         }\r
115         \r
116         void set(const std::string& name, bool value)\r
117         {\r
118                 set(name, value ? 1 : 0);\r
119         }\r
120 \r
121         void set(const std::string& name, int value)\r
122         {\r
123                 GL(glUniform1i(get_location(name.c_str()), value));\r
124         }\r
125         \r
126         void set(const std::string& name, float value)\r
127         {\r
128                 GL(glUniform1f(get_location(name.c_str()), value));\r
129         }\r
130         \r
131         void set(const std::string& name, float value0, float value1)\r
132         {\r
133                 GL(glUniform2f(get_location(name.c_str()), value0, value1));\r
134         }\r
135 \r
136         void set(const std::string& name, double value)\r
137         {\r
138                 GL(glUniform1f(get_location(name.c_str()), static_cast<float>(value)));\r
139         }\r
140 \r
141         void use()\r
142         {               \r
143                 GL(glUseProgramObjectARB(program_));    \r
144         }\r
145 };\r
146 \r
147 shader::shader(const std::string& vertex_source_str, const std::string& fragment_source_str) : impl_(new impl(vertex_source_str, fragment_source_str)){}\r
148 shader::~shader(){}\r
149 void shader::set(const std::string& name, bool value){impl_->set(name, value);}\r
150 void shader::set(const std::string& name, int value){impl_->set(name, value);}\r
151 void shader::set(const std::string& name, float value){impl_->set(name, value);}\r
152 void shader::set(const std::string& name, float value0, float value1){impl_->set(name, value0, value1);}\r
153 void shader::set(const std::string& name, double value){impl_->set(name, value);}\r
154 int shader::id() const{return impl_->program_;}\r
155 void shader::use()const{impl_->use();}\r
156 \r
157 }}}