mirror of
https://github.com/libretro/libretro-3dengine.git
synced 2026-11-08 17:23:50 -10:00
147 lines
3.5 KiB
C++
147 lines
3.5 KiB
C++
/*
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* Libretro 3DEngine
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* Copyright (C) 2013-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2013-2014 - Daniel De Matteis
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*
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* Libretro 3DEngine is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* Libretro 3DEngine is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with Libretro 3DEngine.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "shader.hpp"
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#include <vector>
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namespace GL
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{
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Shader::Shader(const std::string& vertex_src, const std::string& fragment_src)
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{
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prog = glCreateProgram();
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GLint status = 0;
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GLuint vertex = compile_shader(GL_VERTEX_SHADER, vertex_src);
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GLuint frag = compile_shader(GL_FRAGMENT_SHADER, fragment_src);
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if (vertex)
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glAttachShader(prog, vertex);
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if (frag)
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glAttachShader(prog, frag);
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glLinkProgram(prog);
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glGetProgramiv(prog, GL_LINK_STATUS, &status);
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if (!status)
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{
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GLint len = 0;
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
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if (len > 0)
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{
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std::vector<char> buf(len + 1);
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GLsizei out_len;
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glGetProgramInfoLog(prog, len, &out_len, &buf[0]);
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if (log_cb)
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log_cb(RETRO_LOG_ERROR, "Link error: %s\n", &buf[0]);
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}
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}
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}
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GLuint Shader::compile_shader(GLenum type, const std::string& source)
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{
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GLint status = 0;
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GLuint shader = glCreateShader(type);
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const char* src = source.c_str();
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (!status)
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{
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GLint len = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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if (len > 0)
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{
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GLsizei out_len;
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std::vector<char> buf(len + 1);
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glGetShaderInfoLog(shader, len, &out_len, &buf[0]);
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if (log_cb)
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log_cb(RETRO_LOG_ERROR, "Shader error: %s\n", &buf[0]);
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}
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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Shader::~Shader()
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{
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GLsizei count;
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GLsizei i;
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GLuint shaders[2];
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if (renderer_dead_state)
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return;
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glGetAttachedShaders(prog, 2, &count, shaders);
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for (i = 0; i < count; i++)
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{
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glDetachShader(prog, shaders[i]);
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glDeleteShader(shaders[i]);
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}
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glDeleteProgram(prog);
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}
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void Shader::use()
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{
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glUseProgram(prog);
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}
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void Shader::unbind()
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{
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glUseProgram(0);
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}
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GLint Shader::uniform(const char* sym)
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{
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std::map<std::string, GLint>::iterator itr = map.find(sym);
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if (itr == map.end())
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{
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GLint ret = glGetUniformLocation(prog, sym);
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map[sym] = ret;
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return ret;
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}
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return itr->second;
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}
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GLint Shader::attrib(const char* sym)
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{
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std::map<std::string, GLint>::iterator itr = map.find(sym);
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if (itr == map.end())
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{
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GLint ret = glGetAttribLocation(prog, sym);
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map[sym] = ret;
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return ret;
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}
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return itr->second;
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}
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}
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