Supermodel/Src/Graphics/Shader.cpp
Matthew Daniels 9ffce8b92a Getting rid of most of the includes from Supermodel.h; each file now explicitly includes the header files it needs.
Making changes to a header file should no longer force the entire project to recompile.
2021-11-22 17:15:06 +00:00

182 lines
5.7 KiB
C++

/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel 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.
**
** Supermodel 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 Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* Shader.cpp
*
* OpenGL shader management.
*
* To-Do List
* ----------
* - Mesa crashes because, evidently, the function pointers are invalid. Mesa
* returns the following information:
* Vendor: Mesa project: www.mesa3d.org
* Renderer: Mesa GLX Indirect
* Version: 1.2 (1.5 Mesa 6.5.1)
* Shading Language Version: (null)
* Maximum Vertex Array Size: -1 vertices
* Maximum Texture Size: 2048 texels
* Maximum Vertex Attributes: 16
* Maximum Vertex Uniforms: 16
* - Check for OpenGL 2.0 and perhaps check some of the function pointers,
* which will be NULL, if GL 2.0 and shaders are not supported.
* - Keep in mind that all these checks should probably go somewhere else...
* - Turn this into a class.
*/
#include <new>
#include <cstdio>
#include <GL/glew.h>
#include "Supermodel.h"
// Load a source file. Pointer returned must be freed by caller. Returns NULL if failed.
static char *LoadShaderSource(const char *file)
{
FILE *fp;
char *buf;
int size;
// Open shader and get the file size
fp = fopen(file, "r");
if (NULL == fp)
{
ErrorLog("Unable to open shader source file: %s", file);
return NULL;
}
fseek(fp, 0, SEEK_END);
size = ftell(fp);
rewind(fp);
// Allocate memory and read it in
buf = new(std::nothrow) char[size+1];
if (NULL == buf)
{
ErrorLog("Insufficient memory to load shader source file: %s", file);
fclose(fp);
return NULL;
}
buf[size] = '\0'; // for safety, actual size might be smaller once newline characters are converted
size = fread(buf, sizeof(char), size, fp);
buf[size] = '\0';
fclose(fp);
return buf;
}
bool LoadShaderProgram(GLuint *shaderProgramPtr, GLuint *vertexShaderPtr, GLuint *fragmentShaderPtr, std::string vsFile, std::string fsFile, const char *vsString, const char *fsString)
{
char infoLog[2048];
const char *vsSource, *fsSource; // source code
GLuint shaderProgram, vertexShader, fragmentShader;
GLint result, len;
bool ret = OKAY;
// Load shaders from files if specified
if (!vsFile.empty())
vsSource = LoadShaderSource(vsFile.c_str());
else
vsSource = vsString;
if (!fsFile.empty())
fsSource = LoadShaderSource(fsFile.c_str());
else
fsSource = fsString;
if (vsSource == NULL || fsSource == NULL)
{
ret = FAIL;
goto Quit;
}
// Ensure that shader support exists
if ((glCreateProgram==NULL) || (glCreateShader==NULL) || (glShaderSource==NULL) || (glCompileShader==NULL))
{
ret = FAIL;
ErrorLog("OpenGL 2.x does not appear to be present. Unable to proceed.");
goto Quit;
}
// Create the shaders and shader program
shaderProgram = glCreateProgram();
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
*shaderProgramPtr = shaderProgram;
*vertexShaderPtr = vertexShader;
*fragmentShaderPtr = fragmentShader;
// Attempt to compile vertex shader
glShaderSource(vertexShader, 1, (const GLchar **) &vsSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &result);
if (!result) // failed to compile
{
glGetShaderInfoLog(vertexShader, 2048, &len, infoLog);
ErrorLog("Vertex shader failed to compile. Your OpenGL driver said:\n%s", infoLog);
ret = FAIL; // error
}
// Attempt to compile fragment shader
glShaderSource(fragmentShader, 1, (const GLchar **) &fsSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &result);
if (!result) // failed to compile
{
glGetShaderInfoLog(fragmentShader, 2048, &len, infoLog);
ErrorLog("Fragment shader failed to compile. Your OpenGL driver said:\n%s", infoLog);
ret = FAIL; // error
}
// Link
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &result);
if (result == GL_FALSE)
{
glGetProgramInfoLog(shaderProgram, 2048, &len, infoLog);
ErrorLog("Failed to link shader objects. Your OpenGL driver said:\n%s\n", infoLog);
ret = FAIL; // error
}
// Enable the shader (if no errors)
if (ret == OKAY)
glUseProgram(shaderProgram);
// Clean up and quit
Quit:
if ((vsSource != NULL) && !vsFile.empty()) // loaded from file, must delete
delete [] vsSource;
if ((fsSource != NULL) && !fsFile.empty()) // ""
delete [] fsSource;
return ret;
}
void DestroyShaderProgram(GLuint shaderProgram, GLuint vertexShader, GLuint fragmentShader)
{
// In case LoadShaderProgram() failed above due to lack of OpenGL 2.0+ functions...
if ((glUseProgram==NULL) || (glDeleteShader==NULL) || (glDeleteProgram==NULL))
return;
glUseProgram(0); // return to fixed function pipeline
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteProgram(shaderProgram);
}