2012-03-24 22:39:19 +00:00
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#include <set>
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#include <stdio.h>
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#include <string.h>
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#include <sys/stat.h>
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#include "base/logging.h"
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#include "file/vfs.h"
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2012-11-26 10:27:35 +00:00
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#include "glsl_program.h"
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2012-03-24 22:39:19 +00:00
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static std::set<GLSLProgram *> active_programs;
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bool CompileShader(const char *source, GLuint shader, const char *filename) {
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2012-10-30 12:20:55 +00:00
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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2012-03-24 22:39:19 +00:00
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#define MAX_INFO_LOG_SIZE 2048
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2012-10-30 12:20:55 +00:00
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GLchar infoLog[MAX_INFO_LOG_SIZE];
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GLsizei len;
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glGetShaderInfoLog(shader, MAX_INFO_LOG_SIZE, &len, infoLog);
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infoLog[len] = '\0';
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ELOG("Error in shader compilation of %s!\n", filename);
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ELOG("Info log: %s\n", infoLog);
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ELOG("Shader source:\n%s\n", (const char *)source);
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return false;
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}
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return true;
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2012-03-24 22:39:19 +00:00
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}
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GLSLProgram *glsl_create(const char *vshader, const char *fshader) {
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2012-10-30 12:20:55 +00:00
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GLSLProgram *program = new GLSLProgram();
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program->program_ = 0;
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program->vsh_ = 0;
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program->fsh_ = 0;
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program->vshader_source = 0;
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program->fshader_source = 0;
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strcpy(program->name, vshader + strlen(vshader) - 15);
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strcpy(program->vshader_filename, vshader);
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strcpy(program->fshader_filename, fshader);
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if (glsl_recompile(program)) {
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active_programs.insert(program);
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}
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else
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{
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FLOG("Failed building GLSL program: %s %s", vshader, fshader);
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}
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register_gl_resource_holder(program);
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return program;
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2012-08-27 21:28:52 +00:00
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}
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GLSLProgram *glsl_create_source(const char *vshader_src, const char *fshader_src) {
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2012-10-30 12:20:55 +00:00
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GLSLProgram *program = new GLSLProgram();
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program->program_ = 0;
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program->vsh_ = 0;
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program->fsh_ = 0;
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program->vshader_source = vshader_src;
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program->fshader_source = fshader_src;
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strcpy(program->name, "[srcshader]");
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strcpy(program->vshader_filename, "");
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strcpy(program->fshader_filename, "");
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if (glsl_recompile(program)) {
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active_programs.insert(program);
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}
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register_gl_resource_holder(program);
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return program;
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2012-03-24 22:39:19 +00:00
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}
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bool glsl_up_to_date(GLSLProgram *program) {
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2012-10-30 12:20:55 +00:00
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struct stat vs, fs;
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stat(program->vshader_filename, &vs);
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stat(program->fshader_filename, &fs);
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if (vs.st_mtime != program->vshader_mtime ||
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fs.st_mtime != program->fshader_mtime) {
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return false;
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} else {
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return true;
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}
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2012-03-24 22:39:19 +00:00
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}
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void glsl_refresh() {
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2012-10-30 12:20:55 +00:00
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ILOG("glsl_refresh()");
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for (std::set<GLSLProgram *>::const_iterator iter = active_programs.begin();
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iter != active_programs.end(); ++iter) {
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if (!glsl_up_to_date(*iter)) {
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glsl_recompile(*iter);
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}
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}
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2012-03-24 22:39:19 +00:00
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}
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bool glsl_recompile(GLSLProgram *program) {
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2012-10-30 12:20:55 +00:00
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struct stat vs, fs;
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if (0 == stat(program->vshader_filename, &vs))
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program->vshader_mtime = vs.st_mtime;
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else
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program->vshader_mtime = 0;
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if (0 == stat(program->fshader_filename, &fs))
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program->fshader_mtime = fs.st_mtime;
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else
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program->fshader_mtime = 0;
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char *vsh_src = 0, *fsh_src = 0;
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if (!program->vshader_source)
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{
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size_t sz;
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vsh_src = (char *)VFSReadFile(program->vshader_filename, &sz);
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if (!vsh_src) {
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ELOG("File missing: %s", program->vshader_filename);
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return false;
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}
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}
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if (!program->fshader_source)
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{
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size_t sz;
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fsh_src = (char *)VFSReadFile(program->fshader_filename, &sz);
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if (!fsh_src) {
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ELOG("File missing: %s", program->fshader_filename);
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delete [] vsh_src;
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return false;
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}
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}
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GLuint vsh = glCreateShader(GL_VERTEX_SHADER);
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const GLchar *vsh_str = program->vshader_source ? program->vshader_source : (const GLchar *)(vsh_src);
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if (!CompileShader(vsh_str, vsh, program->vshader_filename)) {
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return false;
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}
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delete [] vsh_src;
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const GLchar *fsh_str = program->fshader_source ? program->fshader_source : (const GLchar *)(fsh_src);
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GLuint fsh = glCreateShader(GL_FRAGMENT_SHADER);
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if (!CompileShader(fsh_str, fsh, program->fshader_filename)) {
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glDeleteShader(vsh);
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return false;
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}
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delete [] fsh_src;
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GLuint prog = glCreateProgram();
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glAttachShader(prog, vsh);
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glAttachShader(prog, fsh);
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glLinkProgram(prog);
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GLint linkStatus;
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glGetProgramiv(prog, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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GLint bufLength = 0;
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &bufLength);
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if (bufLength) {
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char* buf = new char[bufLength];
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glGetProgramInfoLog(prog, bufLength, NULL, buf);
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FLOG("Could not link program:\n %s", buf);
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delete [] buf; // we're dead!
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} else {
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FLOG("Could not link program.");
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}
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glDeleteShader(vsh);
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glDeleteShader(fsh);
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return false;
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}
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// Destroy the old program, if any.
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if (program->program_) {
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glDeleteProgram(program->program_);
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}
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program->program_ = prog;
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program->vsh_ = vsh;
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program->fsh_ = vsh;
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program->sampler0 = glGetUniformLocation(program->program_, "sampler0");
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program->sampler1 = glGetUniformLocation(program->program_, "sampler1");
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program->a_position = glGetAttribLocation(program->program_, "a_position");
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program->a_color = glGetAttribLocation(program->program_, "a_color");
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program->a_normal = glGetAttribLocation(program->program_, "a_normal");
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program->a_texcoord0 = glGetAttribLocation(program->program_, "a_texcoord0");
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program->a_texcoord1 = glGetAttribLocation(program->program_, "a_texcoord1");
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program->u_worldviewproj = glGetUniformLocation(program->program_, "u_worldviewproj");
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program->u_world = glGetUniformLocation(program->program_, "u_world");
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program->u_viewproj = glGetUniformLocation(program->program_, "u_viewproj");
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program->u_fog = glGetUniformLocation(program->program_, "u_fog");
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program->u_sundir = glGetUniformLocation(program->program_, "u_sundir");
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program->u_camerapos = glGetUniformLocation(program->program_, "u_camerapos");
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//ILOG("Shader compilation success: %s %s",
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// program->vshader_filename,
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// program->fshader_filename);
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return true;
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2012-03-24 22:39:19 +00:00
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}
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void GLSLProgram::GLLost() {
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2012-10-27 10:36:25 +00:00
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// Quoth http://developer.android.com/reference/android/opengl/GLSurfaceView.Renderer.html;
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// "Note that when the EGL context is lost, all OpenGL resources associated with that context will be automatically deleted.
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// You do not need to call the corresponding "glDelete" methods such as glDeleteTextures to manually delete these lost resources."
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// Hence, we comment out:
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// glDeleteShader(this->vsh_);
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// glDeleteShader(this->fsh_);
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// glDeleteProgram(this->program_);
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ILOG("Restoring GLSL program %s/%s",
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2012-10-26 13:58:09 +00:00
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this->vshader_filename ? this->vshader_filename : "(mem)",
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this->fshader_filename ? this->fshader_filename : "(mem)");
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2012-10-30 12:20:55 +00:00
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this->program_ = 0;
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this->vsh_ = 0;
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this->fsh_ = 0;
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glsl_recompile(this);
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2012-10-27 10:36:25 +00:00
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// Note that uniforms are still lost, hopefully the client sets them every frame at a minimum...
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2012-03-24 22:39:19 +00:00
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}
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int glsl_attrib_loc(const GLSLProgram *program, const char *name) {
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2012-10-30 12:20:55 +00:00
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return glGetAttribLocation(program->program_, name);
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2012-03-24 22:39:19 +00:00
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}
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int glsl_uniform_loc(const GLSLProgram *program, const char *name) {
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2012-10-30 12:20:55 +00:00
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return glGetUniformLocation(program->program_, name);
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2012-03-24 22:39:19 +00:00
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}
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void glsl_destroy(GLSLProgram *program) {
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2012-10-30 12:20:55 +00:00
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unregister_gl_resource_holder(program);
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glDeleteShader(program->vsh_);
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glDeleteShader(program->fsh_);
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glDeleteProgram(program->program_);
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active_programs.erase(program);
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delete program;
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2012-03-24 22:39:19 +00:00
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}
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void glsl_bind(const GLSLProgram *program) {
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2012-10-30 12:20:55 +00:00
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glUseProgram(program->program_);
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2012-03-24 22:39:19 +00:00
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}
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void glsl_unbind() {
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2012-10-30 12:20:55 +00:00
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glUseProgram(0);
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2012-03-24 22:39:19 +00:00
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}
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