1 #include "../../../stdafx.h"
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5 #include <common/gl/gl_check.h>
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9 #include <unordered_map>
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11 namespace caspar { namespace core {
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13 struct shader::implementation : boost::noncopyable
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16 std::unordered_map<std::string, GLint> locations_;
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19 implementation(const std::string& vertex_source_str, const std::string& fragment_source_str) : program_(0)
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23 const char* vertex_source = vertex_source_str.c_str();
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25 auto vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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27 GL(glShaderSourceARB(vertex_shader, 1, &vertex_source, NULL));
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28 GL(glCompileShaderARB(vertex_shader));
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30 GL(glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
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31 if (success == GL_FALSE)
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34 GL(glGetInfoLogARB(vertex_shader, sizeof(info), 0, info));
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35 GL(glDeleteObjectARB(vertex_shader));
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36 std::stringstream str;
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37 str << "Failed to compile vertex shader:" << std::endl << info << std::endl;
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38 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
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41 const char* fragment_source = fragment_source_str.c_str();
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43 auto fragmemt_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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45 GL(glShaderSourceARB(fragmemt_shader, 1, &fragment_source, NULL));
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46 GL(glCompileShaderARB(fragmemt_shader));
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48 GL(glGetObjectParameterivARB(fragmemt_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
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49 if (success == GL_FALSE)
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52 GL(glGetInfoLogARB(fragmemt_shader, sizeof(info), 0, info));
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53 GL(glDeleteObjectARB(fragmemt_shader));
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54 std::stringstream str;
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55 str << "Failed to compile fragment shader:" << std::endl << info << std::endl;
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56 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
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59 program_ = glCreateProgramObjectARB();
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61 GL(glAttachObjectARB(program_, vertex_shader));
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62 GL(glAttachObjectARB(program_, fragmemt_shader));
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64 GL(glLinkProgramARB(program_));
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66 GL(glDeleteObjectARB(vertex_shader));
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67 GL(glDeleteObjectARB(fragmemt_shader));
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69 GL(glGetObjectParameterivARB(program_, GL_OBJECT_LINK_STATUS_ARB, &success));
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70 if (success == GL_FALSE)
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73 GL(glGetInfoLogARB(program_, sizeof(info), 0, info));
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74 GL(glDeleteObjectARB(program_));
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75 std::stringstream str;
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76 str << "Failed to link shader program:" << std::endl << info << std::endl;
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77 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
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79 GL(glUseProgramObjectARB(program_));
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84 glDeleteProgram(program_);
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87 GLint get_location(const char* name)
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89 auto it = locations_.find(name);
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90 if(it == locations_.end())
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91 it = locations_.insert(std::make_pair(name, glGetUniformLocation(program_, name))).first;
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95 void set(const std::string& name, bool value)
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97 set(name, value ? 1 : 0);
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100 void set(const std::string& name, int value)
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102 GL(glUniform1i(get_location(name.c_str()), value));
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105 void set(const std::string& name, float value)
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107 GL(glUniform1f(get_location(name.c_str()), value));
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110 void set(const std::string& name, double value)
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112 GL(glUniform1f(get_location(name.c_str()), static_cast<float>(value)));
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117 shader::shader(const std::string& vertex_source_str, const std::string& fragment_source_str) : impl_(new implementation(vertex_source_str, fragment_source_str)){}
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118 void shader::set(const std::string& name, bool value){impl_->set(name, value);}
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119 void shader::set(const std::string& name, int value){impl_->set(name, value);}
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120 void shader::set(const std::string& name, float value){impl_->set(name, value);}
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121 void shader::set(const std::string& name, double value){impl_->set(name, value);}
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122 int shader::id() const{return impl_->program_;}
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