ResInsight/Fwk/VizFwk/LibRender/cvfShader.cpp

285 lines
8.9 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfShaderProgram.h"
#include "cvfLogger.h"
#include "cvfOpenGL.h"
#include "cvfOpenGLResourceManager.h"
#include "cvfOglRc.h"
namespace cvf {
//==================================================================================================
///
/// \class cvf::Shader
/// \ingroup Render
///
/// Encapsulates a GLSL shader.
///
//==================================================================================================
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Shader::Shader(ShaderType shaderType, const String& shaderName)
: m_shaderType(shaderType),
m_shaderName(shaderName),
m_lastCompileSucceeded(false),
m_compiledVersionTick(-1)
{
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Shader::Shader(ShaderType shaderType, const String& shaderName, const String& source)
: m_shaderType(shaderType),
m_shaderName(shaderName),
m_source(source),
m_lastCompileSucceeded(false),
m_compiledVersionTick(-1)
{
}
//--------------------------------------------------------------------------------------------------
/// OpenGL resources must already be deleted. \sa deleteShader()
//--------------------------------------------------------------------------------------------------
Shader::~Shader()
{
// Just release our reference
CVF_ASSERT(OglRc::isSafeToRelease(m_oglRcShader.p()));
m_oglRcShader = NULL;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
Shader::ShaderType Shader::shaderType() const
{
return m_shaderType;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
String Shader::shaderName() const
{
return m_shaderName;
}
//--------------------------------------------------------------------------------------------------
/// Compiles the shader if needed
///
/// \return Returns true if the shader is/was compiled. Otherwise false.
//--------------------------------------------------------------------------------------------------
bool Shader::compile(OpenGLContext* oglContext)
{
CVF_CALLSITE_OPENGL(oglContext);
CVF_ASSERT(ShaderProgram::supportedOpenGL(oglContext));
if (OglRc::safeOglId(m_oglRcShader.p()) != 0 && m_lastCompileSucceeded)
{
#ifdef _DEBUG
uint myOglId = OglRc::safeOglId(m_oglRcShader.p());
GLint status;
glGetShaderiv(myOglId, GL_COMPILE_STATUS, &status);
CVF_ASSERT(status == GL_TRUE);
#endif
return true;
}
// Start by flagging compile as failure
m_lastCompileSucceeded = false;
if (OglRc::safeOglId(m_oglRcShader.p()) == 0)
{
cvfGLenum glShaderType = GL_VERTEX_SHADER;
switch (m_shaderType)
{
case VERTEX_SHADER: glShaderType = GL_VERTEX_SHADER; break;
case FRAGMENT_SHADER: glShaderType = GL_FRAGMENT_SHADER; break;
#ifndef CVF_OPENGL_ES
case GEOMETRY_SHADER: glShaderType = GL_GEOMETRY_SHADER; break;
#endif
default: CVF_FAIL_MSG("Unhandled shader type"); break;
}
CVF_ASSERT(OglRc::isSafeToRelease(m_oglRcShader.p()));
m_oglRcShader = oglContext->resourceManager()->createOglRcShader(oglContext, glShaderType);
if (m_oglRcShader.isNull())
{
return false;
}
}
uint myOglId = m_oglRcShader->oglId();
CVF_ASSERT(myOglId != 0);
if (m_source.isEmpty())
{
String errStr = String("Error compiling shader: '%1'\n").arg(m_shaderName);
errStr += "Shader source is empty";
CVF_LOG_RENDER_ERROR(oglContext, errStr);
return false;
}
CharArray charArr = m_source.toAscii();
const char* stringArray[1];
stringArray[0] = charArr.ptr();
glShaderSource(myOglId, 1, stringArray, NULL);
CVF_CHECK_OGL(oglContext);
glCompileShader(myOglId);
GLint iCompileStatus = 0;
glGetShaderiv(myOglId, GL_COMPILE_STATUS, &iCompileStatus);
if (iCompileStatus != GL_TRUE)
{
String errStr = String("Error compiling shader: '%1'\n").arg(m_shaderName);
errStr += "GLSL details:\n";
errStr += shaderInfoLog(oglContext);
CVF_LOG_RENDER_ERROR(oglContext, errStr);
return false;
}
m_compiledVersionTick++;
m_lastCompileSucceeded = true;
return true;
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
int Shader::compiledVersionTick() const
{
if (m_lastCompileSucceeded && OglRc::safeOglId(m_oglRcShader.p()) != 0)
{
return m_compiledVersionTick;
}
else
{
return -1;
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
cvfGLuint Shader::shaderOglId() const
{
return OglRc::safeOglId(m_oglRcShader.p());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
void Shader::deleteShader(OpenGLContext* oglContext)
{
CVF_ASSERT(oglContext);
if (m_oglRcShader.notNull())
{
m_oglRcShader->deleteResource(oglContext);
CVF_CHECK_OGL(oglContext);
CVF_ASSERT(OglRc::isSafeToRelease(m_oglRcShader.p()));
m_oglRcShader = NULL;
m_lastCompileSucceeded = false;
}
}
//--------------------------------------------------------------------------------------------------
/// Returns the information log for this shader
///
/// See: http://www.opengl.org/sdk/docs/man/xhtml/glGetShaderInfoLog.xml
//--------------------------------------------------------------------------------------------------
String Shader::shaderInfoLog(OpenGLContext* oglContext) const
{
CVF_CALLSITE_OPENGL(oglContext);
uint myOglId = OglRc::safeOglId(m_oglRcShader.p());
if (myOglId == 0)
{
return "Shader object not created.";
}
if (!glIsShader(myOglId))
{
return "Shader object identifier does not correspond to a shader object.";
}
GLint reqBufferSize = 0;
glGetShaderiv(myOglId, GL_INFO_LOG_LENGTH, &reqBufferSize);
if (reqBufferSize > 0)
{
// TODO
// This is a good place for using CharArray
std::vector<GLchar> charBuffer;
charBuffer.resize(static_cast<size_t>(reqBufferSize + 1));
glGetShaderInfoLog(myOglId, reqBufferSize, NULL, &charBuffer[0]);
String logString(&charBuffer[0]);
return logString;
}
else
{
return "";
}
}
} // namespace cvf