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/*
* Copyright (C) 2005-2013 Team XBMC
* http://xbmc.org
*
* This Program 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 2, or (at your option)
* any later version.
*
* This Program 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 XBMC; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/
#include "VisShader.h"
#include <stdio.h>
#define LOG_SIZE 1024
#define GLchar char
//////////////////////////////////////////////////////////////////////
// CShader
//////////////////////////////////////////////////////////////////////
bool CVisShader::LoadSource(const char *buffer)
{
m_source = buffer;
return true;
}
//////////////////////////////////////////////////////////////////////
// CVisGLSLVertexShader
//////////////////////////////////////////////////////////////////////
bool CVisGLSLVertexShader::Compile()
{
GLint params[4];
Free();
m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
const char *ptr = m_source.c_str();
glShaderSource(m_vertexShader, 1, &ptr, 0);
glCompileShader(m_vertexShader);
glGetShaderiv(m_vertexShader, GL_COMPILE_STATUS, params);
if (params[0]!=GL_TRUE)
{
GLchar log[LOG_SIZE];
glGetShaderInfoLog(m_vertexShader, LOG_SIZE, NULL, log);
m_lastLog = log;
m_compiled = false;
}
else
{
GLchar log[LOG_SIZE];
glGetShaderInfoLog(m_vertexShader, LOG_SIZE, NULL, log);
m_lastLog = log;
m_compiled = true;
}
return m_compiled;
}
void CVisGLSLVertexShader::Free()
{
if (m_vertexShader)
glDeleteShader(m_vertexShader);
m_vertexShader = 0;
}
//////////////////////////////////////////////////////////////////////
// CVisGLSLPixelShader
//////////////////////////////////////////////////////////////////////
bool CVisGLSLPixelShader::Compile()
{
GLint params[4];
Free();
// Pixel shaders are not mandatory.
if (m_source.length()==0)
return true;
m_pixelShader = glCreateShader(GL_FRAGMENT_SHADER);
const char *ptr = m_source.c_str();
glShaderSource(m_pixelShader, 1, &ptr, 0);
glCompileShader(m_pixelShader);
glGetShaderiv(m_pixelShader, GL_COMPILE_STATUS, params);
if (params[0]!=GL_TRUE)
{
GLchar log[LOG_SIZE];
glGetShaderInfoLog(m_pixelShader, LOG_SIZE, NULL, log);
m_lastLog = log;
m_compiled = false;
}
else
{
GLchar log[LOG_SIZE];
glGetShaderInfoLog(m_pixelShader, LOG_SIZE, NULL, log);
m_lastLog = log;
m_compiled = true;
}
return m_compiled;
}
void CVisGLSLPixelShader::Free()
{
if (m_pixelShader)
glDeleteShader(m_pixelShader);
m_pixelShader = 0;
}
//////////////////////////////////////////////////////////////////////
// CVisGLSLShaderProgram
//////////////////////////////////////////////////////////////////////
void CVisGLSLShaderProgram::Free()
{
m_pVP->Free();
m_pFP->Free();
if (m_shaderProgram)
glDeleteProgram(m_shaderProgram);
m_shaderProgram = 0;
m_ok = false;
m_lastProgram = 0;
}
bool CVisGLSLShaderProgram::CompileAndLink()
{
GLint params[4];
// free resources
Free();
// compiled vertex shader
if (!m_pVP->Compile())
return false;
// compile pixel shader
if (!m_pFP->Compile())
{
m_pVP->Free();
return false;
}
// create program object
if (!(m_shaderProgram = glCreateProgram()))
goto error;
// attach the vertex shader
glAttachShader(m_shaderProgram, m_pVP->Handle());
// if we have a pixel shader, attach it. If not, fixed pipeline
// will be used.
if (m_pFP->Handle())
glAttachShader(m_shaderProgram, m_pFP->Handle());
// link the program
glLinkProgram(m_shaderProgram);
glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, params);
if (params[0]!=GL_TRUE)
{
GLchar log[LOG_SIZE];
glGetProgramInfoLog(m_shaderProgram, LOG_SIZE, NULL, log);
goto error;
}
m_validated = false;
m_ok = true;
OnCompiledAndLinked();
return true;
error:
m_ok = false;
Free();
return false;
}
bool CVisGLSLShaderProgram::Enable()
{
if (OK())
{
glUseProgram(m_shaderProgram);
if (OnEnabled())
{
if (!m_validated)
{
// validate the program
GLint params[4];
glValidateProgram(m_shaderProgram);
glGetProgramiv(m_shaderProgram, GL_VALIDATE_STATUS, params);
if (params[0]!=GL_TRUE)
{
GLchar log[LOG_SIZE];
glGetProgramInfoLog(m_shaderProgram, LOG_SIZE, NULL, log);
}
m_validated = true;
}
return true;
}
else
{
glUseProgram(0);
return false;
}
return true;
}
return false;
}
void CVisGLSLShaderProgram::Disable()
{
if (OK())
{
glUseProgram(0);
OnDisabled();
}
}
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