2 * Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>
\r
4 * This file is part of CasparCG (www.casparcg.com).
\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
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
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
19 * Author: Robert Nagy, ronag89@gmail.com
\r
22 #include "../../../stdafx.h"
\r
26 #include <common/gl/gl_check.h>
\r
30 #include <unordered_map>
\r
32 namespace caspar { namespace core {
\r
34 struct shader::implementation : boost::noncopyable
\r
37 std::unordered_map<std::string, GLint> locations_;
\r
40 implementation(const std::string& vertex_source_str, const std::string& fragment_source_str) : program_(0)
\r
44 const char* vertex_source = vertex_source_str.c_str();
\r
46 auto vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
\r
48 GL(glShaderSourceARB(vertex_shader, 1, &vertex_source, NULL));
\r
49 GL(glCompileShaderARB(vertex_shader));
\r
51 GL(glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
\r
52 if (success == GL_FALSE)
\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 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
\r
62 const char* fragment_source = fragment_source_str.c_str();
\r
64 auto fragmemt_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
\r
66 GL(glShaderSourceARB(fragmemt_shader, 1, &fragment_source, NULL));
\r
67 GL(glCompileShaderARB(fragmemt_shader));
\r
69 GL(glGetObjectParameterivARB(fragmemt_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
\r
70 if (success == GL_FALSE)
\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 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
\r
80 program_ = glCreateProgramObjectARB();
\r
82 GL(glAttachObjectARB(program_, vertex_shader));
\r
83 GL(glAttachObjectARB(program_, fragmemt_shader));
\r
85 GL(glLinkProgramARB(program_));
\r
87 GL(glDeleteObjectARB(vertex_shader));
\r
88 GL(glDeleteObjectARB(fragmemt_shader));
\r
90 GL(glGetObjectParameterivARB(program_, GL_OBJECT_LINK_STATUS_ARB, &success));
\r
91 if (success == GL_FALSE)
\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 BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));
\r
100 GL(glUseProgramObjectARB(program_));
\r
105 glDeleteProgram(program_);
\r
108 GLint get_location(const char* name)
\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
116 void set(const std::string& name, bool value)
\r
118 set(name, value ? 1 : 0);
\r
121 void set(const std::string& name, int value)
\r
123 GL(glUniform1i(get_location(name.c_str()), value));
\r
126 void set(const std::string& name, float value)
\r
128 GL(glUniform1f(get_location(name.c_str()), value));
\r
131 void set(const std::string& name, float value1, float value2)
133 GL(glUniform2f(get_location(name.c_str()), value1, value2));
136 void set(const std::string& name, float value1, float value2, float value3)
138 GL(glUniform3f(get_location(name.c_str()), value1, value2, value3));
141 void set(const std::string& name, float value1, float value2, float value3, float value4)
143 GL(glUniform4f(get_location(name.c_str()), value1, value2, value3, value4));
146 void set(const std::string& name, double value)
148 GL(glUniform1f(get_location(name.c_str()), static_cast<float>(value)));
\r
151 void set(const std::string& name, double value1, double value2)
153 GL(glUniform2f(get_location(name.c_str()), static_cast<float>(value1), static_cast<float>(value2)));
158 shader::shader(const std::string& vertex_source_str, const std::string& fragment_source_str) : impl_(new implementation(vertex_source_str, fragment_source_str)){}
\r
159 void shader::set(const std::string& name, bool value){impl_->set(name, value);}
\r
160 void shader::set(const std::string& name, int value){impl_->set(name, value);}
\r
161 void shader::set(const std::string& name, float value){impl_->set(name, value);}
\r
162 void shader::set(const std::string& name, float value1, float value2){impl_->set(name, value1, value2);}
163 void shader::set(const std::string& name, float value1, float value2, float value3){impl_->set(name, value1, value2, value3);}
164 void shader::set(const std::string& name, float value1, float value2, float value3, float value4){impl_->set(name, value1, value2, value3, value4);}
165 void shader::set(const std::string& name, double value){impl_->set(name, value);}
\r
166 void shader::set(const std::string& name, double value1, double value2){impl_->set(name, value1, value2);}
167 int shader::id() const{return impl_->program_;}
\r