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