1 #include "../../../stdafx.h"
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5 #include <common/gl/gl_check.h>
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7 #include <unordered_map>
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9 namespace caspar { namespace core {
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11 struct shader::implementation : boost::noncopyable
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14 std::unordered_map<std::string, GLint> locations_;
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17 implementation(const std::string& vertex_source_str, const std::string& fragment_source_str) : program_(0)
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21 const char* vertex_source = vertex_source_str.c_str();
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23 auto vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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25 GL(glShaderSourceARB(vertex_shader, 1, &vertex_source, NULL));
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26 GL(glCompileShaderARB(vertex_shader));
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28 GL(glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
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29 if (success == GL_FALSE)
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32 GL(glGetInfoLogARB(vertex_shader, sizeof(info), 0, info));
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33 GL(glDeleteObjectARB(vertex_shader));
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34 std::stringstream str;
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35 str << "Failed to compile vertex shader:" << std::endl << info << std::endl;
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36 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
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39 const char* fragment_source = fragment_source_str.c_str();
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41 auto fragmemt_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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43 GL(glShaderSourceARB(fragmemt_shader, 1, &fragment_source, NULL));
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44 GL(glCompileShaderARB(fragmemt_shader));
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46 GL(glGetObjectParameterivARB(fragmemt_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
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47 if (success == GL_FALSE)
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50 GL(glGetInfoLogARB(fragmemt_shader, sizeof(info), 0, info));
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51 GL(glDeleteObjectARB(fragmemt_shader));
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52 std::stringstream str;
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53 str << "Failed to compile fragment shader:" << std::endl << info << std::endl;
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54 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
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57 program_ = glCreateProgramObjectARB();
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59 GL(glAttachObjectARB(program_, vertex_shader));
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60 GL(glAttachObjectARB(program_, fragmemt_shader));
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62 GL(glLinkProgramARB(program_));
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64 GL(glDeleteObjectARB(vertex_shader));
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65 GL(glDeleteObjectARB(fragmemt_shader));
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67 GL(glGetObjectParameterivARB(program_, GL_OBJECT_LINK_STATUS_ARB, &success));
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68 if (success == GL_FALSE)
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71 GL(glGetInfoLogARB(program_, sizeof(info), 0, info));
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72 GL(glDeleteObjectARB(program_));
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73 std::stringstream str;
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74 str << "Failed to link shader program:" << std::endl << info << std::endl;
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75 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
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77 GL(glUseProgramObjectARB(program_));
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82 glDeleteProgram(program_);
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85 GLint get_location(const char* name)
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87 auto it = locations_.find(name);
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88 if(it == locations_.end())
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89 it = locations_.insert(std::make_pair(name, glGetUniformLocation(program_, name))).first;
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95 GL(glUseProgramObjectARB(program_));
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98 void set(const std::string& name, int value)
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100 GL(glUniform1i(get_location(name.c_str()), value));
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103 void set(const std::string& name, float value)
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105 GL(glUniform1f(get_location(name.c_str()), value));
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108 void set(const std::string& name, double value)
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110 GL(glUniform1f(get_location(name.c_str()), static_cast<float>(value)));
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115 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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116 void shader::use(){impl_->use();}
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117 void shader::set(const std::string& name, int value){impl_->set(name, value);}
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118 void shader::set(const std::string& name, float value){impl_->set(name, value);}
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119 void shader::set(const std::string& name, double value){impl_->set(name, value);}
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