changed PixelEffect name to ShaderEffect, added lua-side support for vert/frag shader combinations with love.graphics.newShaderEffect, added tentative support for single-file vertex+fragment shaders

This commit is contained in:
Alexander Szpakowski
2012-12-20 21:51:31 -04:00
parent 28e3b105e9
commit 0611234067
18 changed files with 434 additions and 233 deletions
@@ -0,0 +1,377 @@
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "ShaderEffect.h"
#include "GLee.h"
#include "Graphics.h"
namespace
{
// temporarily attaches a shader program (for setting uniforms, etc)
// reattaches the originally active program when destroyed
struct TemporaryAttacher
{
TemporaryAttacher(love::graphics::opengl::ShaderEffect *sp) : s(sp)
{
glGetIntegerv(GL_CURRENT_PROGRAM, &activeProgram);
s->attach();
}
~TemporaryAttacher()
{
glUseProgram(activeProgram);
}
love::graphics::opengl::ShaderEffect *s;
GLint activeProgram;
};
} // anonymous namespace
namespace love
{
namespace graphics
{
namespace opengl
{
ShaderEffect *ShaderEffect::current = NULL;
std::map<std::string, GLint> ShaderEffect::_texture_unit_pool;
GLint ShaderEffect::_current_texture_unit = 0;
GLint ShaderEffect::_max_texture_units = 0;
GLint ShaderEffect::getTextureUnit(const std::string &name)
{
std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
if (it != _texture_unit_pool.end())
return it->second;
if (++_current_texture_unit >= _max_texture_units)
throw love::Exception("No more texture units available");
_texture_unit_pool[name] = _current_texture_unit;
return _current_texture_unit;
}
ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragcode)
: _program(0)
, _vertcode(vertcode)
, _fragcode(fragcode)
{
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &_max_texture_units);
loadVolatile();
}
GLuint ShaderEffect::createShader(GLenum type, const std::string &code)
{
const char *shadertypename = NULL;
switch (type)
{
case GL_VERTEX_SHADER:
shadertypename = "vertex";
break;
case GL_GEOMETRY_SHADER_ARB:
shadertypename = "geometry";
case GL_FRAGMENT_SHADER:
default:
shadertypename = "fragment";
break;
}
GLuint shader = glCreateShader(type);
if (shader == 0) // should only fail when called between glBegin() and glEnd()
throw love::Exception("Cannot create %s shader object.", shadertypename);
const char *src = code.c_str();
size_t srclen = code.length();
glShaderSource(shader, 1, (const GLchar **)&src, (GLint *)&srclen);
glCompileShader(shader);
GLint compile_status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
if (compile_status == GL_FALSE)
{
GLint infologlen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologlen);
GLchar *errorlog = new GLchar[infologlen + 1];
glGetShaderInfoLog(shader, infologlen, NULL, errorlog);
std::string tmp(errorlog);
delete[] errorlog;
glDeleteShader(shader);
throw love::Exception("Cannot compile %s shader:\n%s", shadertypename, tmp.c_str());
}
return shader;
}
void ShaderEffect::createProgram(const std::vector<GLuint> &shaders)
{
_program = glCreateProgram();
if (_program == 0) // should only fail when called between glBegin() and glEnd()
throw love::Exception("Cannot create shader program object.");
std::vector<GLuint>::const_iterator it;
for (it = shaders.begin(); it != shaders.end(); ++it)
glAttachShader(_program, *it);
glLinkProgram(_program);
for (it = shaders.begin(); it != shaders.end(); ++it)
glDetachShader(_program, *it);
GLint link_ok;
glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
if (link_ok == GL_FALSE)
{
const std::string warnings = getWarnings();
glDeleteProgram(_program);
throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
}
}
bool ShaderEffect::loadVolatile()
{
std::vector<GLuint> shaders;
if (_vertcode.length() > 0)
shaders.push_back(createShader(GL_VERTEX_SHADER, _vertcode));
if (_fragcode.length() > 0)
shaders.push_back(createShader(GL_FRAGMENT_SHADER, _fragcode));
if (shaders.size() == 0)
throw love::Exception("Cannot create ShaderEffect: no source code!");
try
{
createProgram(shaders);
}
catch (love::Exception &e)
{
std::vector<GLuint>::iterator it;
for (it = shaders.begin(); it != shaders.end(); ++it)
glDeleteShader(*it);
throw;
}
std::vector<GLuint>::iterator it;
for (it = shaders.begin(); it != shaders.end(); ++it)
glDeleteShader(*it);
return true;
}
ShaderEffect::~ShaderEffect()
{
unloadVolatile();
}
void ShaderEffect::unloadVolatile()
{
if (_program != 0)
glDeleteProgram(_program);
}
std::string ShaderEffect::getGLSLVersion()
{
// GL_SHADING_LANGUAGE_VERSION may not be available in OpenGL < 2.0.
const char *tmp = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
if (NULL == tmp)
return "0.0";
// the version string always begins with a version number of the format
// major_number.minor_number
// or
// major_number.minor_number.release_number
// we can keep release_number, since it does not affect the check below.
std::string versionString(tmp);
size_t minorEndPos = versionString.find(' ');
return versionString.substr(0, minorEndPos);
}
bool ShaderEffect::isSupported()
{
return GLEE_VERSION_2_0 && getGLSLVersion() >= "1.2";
}
std::string ShaderEffect::getWarnings() const
{
GLint strlen, nullpos;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &strlen);
char *temp_str = new char[strlen+1];
// be extra sure that the error string will be 0-terminated
memset(temp_str, '\0', strlen+1);
glGetProgramInfoLog(_program, strlen, &nullpos, temp_str);
temp_str[nullpos] = '\0';
std::string warnings(temp_str);
delete[] temp_str;
return warnings;
}
void ShaderEffect::attach()
{
glUseProgram(_program);
current = this;
}
void ShaderEffect::detach()
{
glUseProgram(0);
current = NULL;
}
void ShaderEffect::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
{
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
if (size < 1 || size > 4)
{
throw love::Exception("Invalid variable size: %d (expected 1-4).", size);
}
switch (size)
{
case 4:
glUniform4fv(location, count, vec);
break;
case 3:
glUniform3fv(location, count, vec);
break;
case 2:
glUniform2fv(location, count, vec);
break;
case 1:
default:
glUniform1fv(location, count, vec);
break;
}
// throw error if needed
checkSetUniformError();
}
void ShaderEffect::sendMatrix(const std::string &name, int size, const GLfloat *m, int count)
{
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
if (size < 2 || size > 4)
{
throw love::Exception("Invalid matrix size: %dx%d "
"(can only set 2x2, 3x3 or 4x4 matrices).", size,size);
}
switch (size)
{
case 4:
glUniformMatrix4fv(location, count, GL_FALSE, m);
break;
case 3:
glUniformMatrix3fv(location, count, GL_FALSE, m);
break;
case 2:
default:
glUniformMatrix2fv(location, count, GL_FALSE, m);
break;
}
// throw error if needed
checkSetUniformError();
}
void ShaderEffect::sendImage(const std::string &name, const Image &image)
{
GLint texture_unit = getTextureUnit(name);
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
glActiveTexture(GL_TEXTURE0 + texture_unit);
bindTexture(image.getTextureName(), true); // guarantee it gets bound
glUniform1i(location, texture_unit);
// reset texture unit
glActiveTexture(GL_TEXTURE0);
// throw error if needed
checkSetUniformError();
}
void ShaderEffect::sendCanvas(const std::string &name, const Canvas &canvas)
{
GLint texture_unit = getTextureUnit(name);
TemporaryAttacher attacher(this);
GLint location = getUniformLocation(name);
glActiveTexture(GL_TEXTURE0 + texture_unit);
bindTexture(canvas.getTextureName(), true); // guarantee it gets bound
glUniform1i(location, texture_unit);
// reset texture unit
glActiveTexture(GL_TEXTURE0);
// throw error if needed
checkSetUniformError();
}
GLint ShaderEffect::getUniformLocation(const std::string &name)
{
std::map<std::string, GLint>::const_iterator it = _uniforms.find(name);
if (it != _uniforms.end())
return it->second;
GLint location = glGetUniformLocation(_program, name.c_str());
if (location == -1)
{
throw love::Exception(
"Cannot get location of shader variable `%s'.\n"
"A common error is to define but not use the variable.", name.c_str());
}
_uniforms[name] = location;
return location;
}
void ShaderEffect::checkSetUniformError()
{
GLenum error_code = glGetError();
if (GL_INVALID_OPERATION == error_code)
{
throw love::Exception(
"Invalid operation:\n"
"- Trying to send the wrong value type to shader variable, or\n"
"- Trying to send array values with wrong dimension, or\n"
"- Invalid variable name.");
}
}
} // opengl
} // graphics
} // love