ShaderEffects now take a dynamically sized list of source codes instead of one vertex and one fragment shader string

This commit is contained in:
Alexander Szpakowski
2012-12-22 22:47:07 -04:00
parent b55de47fb9
commit 83204c5dc5
5 changed files with 108 additions and 49 deletions
+62 -36
View File
@@ -39,7 +39,7 @@ struct TemporaryAttacher
if (preveffect != NULL)
preveffect->attach();
else
cureffect->detach();
love::graphics::opengl::ShaderEffect::detach();
}
love::graphics::opengl::ShaderEffect *cureffect;
@@ -59,11 +59,17 @@ ShaderEffect *ShaderEffect::current = NULL;
GLint ShaderEffect::_max_texture_units = 0;
std::vector<int> ShaderEffect::_texture_id_counters;
ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragcode)
ShaderEffect::ShaderEffect(const std::vector<ShaderSource> &shadersources)
: _program(0)
, _vertcode(vertcode)
, _fragcode(fragcode)
{
if (shadersources.size() == 0)
throw love::Exception("Cannot create shader effect: no source code!");
// copy shader sources from list to this ShaderEffect
std::vector<ShaderSource>::const_iterator it;
for (it = shadersources.begin(); it != shadersources.end(); ++it)
_shaders.push_back(*it);
GLint maxtextureunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
_max_texture_units = std::max(maxtextureunits - 1, 0);
@@ -72,6 +78,7 @@ ShaderEffect::ShaderEffect(const std::string &vertcode, const std::string &fragc
if (_texture_id_counters.size() < (size_t) _max_texture_units)
_texture_id_counters.resize(_max_texture_units, 0);
// load shader source and create program object
loadVolatile();
}
@@ -83,71 +90,92 @@ ShaderEffect::~ShaderEffect()
unloadVolatile();
}
GLuint ShaderEffect::createShader(GLenum type, const std::string &code)
GLuint ShaderEffect::createShader(const ShaderSource &source)
{
GLenum shadertype;
const char *shadertypename = NULL;
switch (type)
switch (source.type)
{
case GL_VERTEX_SHADER:
case TYPE_VERTEX:
shadertype = GL_VERTEX_SHADER;
shadertypename = "vertex";
break;
case GL_GEOMETRY_SHADER_ARB:
case TYPE_GEOMETRY:
shadertype = GL_GEOMETRY_SHADER_ARB;
shadertypename = "geometry";
case GL_FRAGMENT_SHADER:
default:
break;
case TYPE_FRAGMENT:
shadertype = GL_FRAGMENT_SHADER;
shadertypename = "fragment";
break;
default:
// tesselation control and evaluation shaders aren't recognized by current version of GLee
throw love::Exception("Cannot create shader object: unknown shader type.");
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);
// clear existing errors
while (glGetError() != GL_NO_ERROR);
const char *src = code.c_str();
size_t srclen = code.length();
glShaderSource(shader, 1, (const GLchar **)&src, (GLint *)&srclen);
GLuint shaderid = glCreateShader(shadertype);
glCompileShader(shader);
if (shaderid == 0) // oh no!
{
GLenum err = glGetError();
if (err == GL_INVALID_OPERATION) // should only happen between glBegin() and glEnd()
throw love::Exception("Cannot create %s shader object.", shadertypename);
else if (err == GL_INVALID_ENUM)
throw love::Exception("Cannot create %s shader object: %s shaders not supported.", shadertypename, shadertypename);
}
const char *src = source.code.c_str();
size_t srclen = source.code.length();
glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
glCompileShader(shaderid);
GLint compile_status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status);
glGetShaderiv(shaderid, GL_COMPILE_STATUS, &compile_status);
if (compile_status == GL_FALSE)
{
GLint infologlen;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologlen);
glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
GLchar *errorlog = new GLchar[infologlen + 1];
glGetShaderInfoLog(shader, infologlen, NULL, errorlog);
glGetShaderInfoLog(shaderid, infologlen, NULL, errorlog);
std::string tmp(errorlog);
delete[] errorlog;
glDeleteShader(shader);
glDeleteShader(shaderid);
throw love::Exception("Cannot compile %s shader:\n%s", shadertypename, tmp.c_str());
}
return shader;
return shaderid;
}
void ShaderEffect::createProgram(const std::vector<GLuint> &shaders)
void ShaderEffect::createProgram(const std::vector<GLuint> &shaderids)
{
_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)
for (it = shaderids.begin(); it != shaderids.end(); ++it)
glAttachShader(_program, *it);
glLinkProgram(_program);
for (it = shaders.begin(); it != shaders.end(); ++it)
for (it = shaderids.begin(); it != shaderids.end(); ++it)
glDetachShader(_program, *it); // we can freely detach shaders after linking
GLint link_ok;
glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
if (link_ok == GL_FALSE)
{
const std::string warnings = getWarnings();
@@ -163,32 +191,30 @@ bool ShaderEffect::loadVolatile()
_texture_id_list.clear();
_texture_id_list.insert(_texture_id_list.begin(), _max_texture_units, 0);
std::vector<GLuint> shaders;
std::vector<GLuint> shaderids;
if (_vertcode.length() > 0)
shaders.push_back(createShader(GL_VERTEX_SHADER, _vertcode));
std::vector<ShaderSource>::const_iterator curshader;
for (curshader = _shaders.begin(); curshader != _shaders.end(); ++curshader)
shaderids.push_back(createShader(*curshader));
if (_fragcode.length() > 0)
shaders.push_back(createShader(GL_FRAGMENT_SHADER, _fragcode));
if (shaders.size() == 0)
throw love::Exception("Cannot create shader effect: no source code!");
if (shaderids.size() == 0)
throw love::Exception("Cannot create shader effect: no valid source code!");
try
{
createProgram(shaders);
createProgram(shaderids);
}
catch (love::Exception &e)
{
std::vector<GLuint>::const_iterator it;
for (it = shaders.begin(); it != shaders.end(); ++it)
for (it = shaderids.begin(); it != shaderids.end(); ++it)
glDeleteShader(*it);
throw;
}
std::vector<GLuint>::const_iterator it;
for (it = shaders.begin(); it != shaders.end(); ++it)
for (it = shaderids.begin(); it != shaderids.end(); ++it)
glDeleteShader(*it);
if (current == this)