Files
2016-06-27 09:13:05 +02:00

147 lines
3.5 KiB
C++

/*
* Libretro 3DEngine
* Copyright (C) 2013-2014 - Hans-Kristian Arntzen
* Copyright (C) 2013-2014 - Daniel De Matteis
*
* Libretro 3DEngine 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* Libretro 3DEngine 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 for more details.
*
* You should have received a copy of the GNU General Public License along with Libretro 3DEngine.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "shader.hpp"
#include <vector>
namespace GL
{
Shader::Shader(const std::string& vertex_src, const std::string& fragment_src)
{
prog = glCreateProgram();
GLint status = 0;
GLuint vertex = compile_shader(GL_VERTEX_SHADER, vertex_src);
GLuint frag = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
if (vertex)
glAttachShader(prog, vertex);
if (frag)
glAttachShader(prog, frag);
glLinkProgram(prog);
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (!status)
{
GLint len = 0;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0)
{
std::vector<char> buf(len + 1);
GLsizei out_len;
glGetProgramInfoLog(prog, len, &out_len, &buf[0]);
if (log_cb)
log_cb(RETRO_LOG_ERROR, "Link error: %s\n", &buf[0]);
}
}
}
GLuint Shader::compile_shader(GLenum type, const std::string& source)
{
GLint status = 0;
GLuint shader = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status)
{
GLint len = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0)
{
GLsizei out_len;
std::vector<char> buf(len + 1);
glGetShaderInfoLog(shader, len, &out_len, &buf[0]);
if (log_cb)
log_cb(RETRO_LOG_ERROR, "Shader error: %s\n", &buf[0]);
}
glDeleteShader(shader);
return 0;
}
return shader;
}
Shader::~Shader()
{
GLsizei count;
GLsizei i;
GLuint shaders[2];
if (renderer_dead_state)
return;
glGetAttachedShaders(prog, 2, &count, shaders);
for (i = 0; i < count; i++)
{
glDetachShader(prog, shaders[i]);
glDeleteShader(shaders[i]);
}
glDeleteProgram(prog);
}
void Shader::use()
{
glUseProgram(prog);
}
void Shader::unbind()
{
glUseProgram(0);
}
GLint Shader::uniform(const char* sym)
{
std::map<std::string, GLint>::iterator itr = map.find(sym);
if (itr == map.end())
{
GLint ret = glGetUniformLocation(prog, sym);
map[sym] = ret;
return ret;
}
return itr->second;
}
GLint Shader::attrib(const char* sym)
{
std::map<std::string, GLint>::iterator itr = map.find(sym);
if (itr == map.end())
{
GLint ret = glGetAttribLocation(prog, sym);
map[sym] = ret;
return ret;
}
return itr->second;
}
}