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https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Renamed all instances of 'ShaderEffect' (previously 'PixelEffect') to 'Shader'.
This commit is contained in:
@@ -0,0 +1,467 @@
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/**
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* Copyright (c) 2006-2012 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include <algorithm>
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#include "Shader.h"
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#include "Graphics.h"
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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namespace
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{
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// temporarily attaches a shader program (for setting uniforms, etc)
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// reattaches the originally active program when destroyed
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struct TemporaryAttacher
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{
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TemporaryAttacher(Shader *shader)
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: curshader(shader)
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, prevshader(Shader::current)
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{
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curshader->attach(true);
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}
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~TemporaryAttacher()
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{
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if (prevshader != NULL)
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prevshader->attach();
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else
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Shader::detach();
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}
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Shader *curshader;
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Shader *prevshader;
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};
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} // anonymous namespace
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Shader *Shader::current = NULL;
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GLint Shader::_maxtextureunits = 0;
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std::vector<int> Shader::_texturecounters;
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Shader::Shader(const ShaderSources &shadersources)
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: _shadersources(shadersources)
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, _program(0)
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{
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if (shadersources.empty())
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throw love::Exception("Cannot create shader: no source code!");
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GLint maxtextureunits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
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_maxtextureunits = std::max(maxtextureunits - 1, 0);
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// initialize global texture id counters if needed
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if (_texturecounters.size() < (size_t) _maxtextureunits)
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_texturecounters.resize(_maxtextureunits, 0);
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// load shader source and create program object
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loadVolatile();
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}
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Shader::~Shader()
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{
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if (current == this)
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detach();
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unloadVolatile();
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}
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GLuint Shader::compileShaderCode(ShaderType type, const std::string &code)
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{
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GLenum glshadertype;
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const char *shadertypename = NULL;
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switch (type)
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{
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case TYPE_VERTEX:
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glshadertype = GL_VERTEX_SHADER;
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shadertypename = "vertex";
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break;
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case TYPE_TESSCONTROL:
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glshadertype = GL_TESS_CONTROL_SHADER;
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shadertypename = "tesselation control";
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break;
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case TYPE_TESSEVAL:
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glshadertype = GL_TESS_EVALUATION_SHADER;
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shadertypename = "tesselation evaluation";
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break;
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case TYPE_GEOMETRY:
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glshadertype = GL_GEOMETRY_SHADER;
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shadertypename = "geometry";
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break;
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case TYPE_FRAGMENT:
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glshadertype = GL_FRAGMENT_SHADER;
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shadertypename = "fragment";
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break;
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default:
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throw love::Exception("Cannot create shader object: unknown shader type.");
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break;
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}
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// clear existing errors
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while (glGetError() != GL_NO_ERROR);
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GLuint shaderid = glCreateShader(glshadertype);
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if (shaderid == 0) // oh no!
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{
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GLenum err = glGetError();
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if (err == GL_INVALID_ENUM) // invalid or unsupported shader type
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throw love::Exception("Cannot create %s shader object: %s shaders not supported.", shadertypename, shadertypename);
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else // other errors should only happen between glBegin() and glEnd()
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throw love::Exception("Cannot create %s shader object.", shadertypename);
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}
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const char *src = code.c_str();
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size_t srclen = code.length();
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glShaderSource(shaderid, 1, (const GLchar **)&src, (GLint *)&srclen);
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glCompileShader(shaderid);
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GLint compile_status;
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glGetShaderiv(shaderid, GL_COMPILE_STATUS, &compile_status);
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if (compile_status == GL_FALSE)
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{
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GLint infologlen;
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glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen);
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GLchar *errorlog = new GLchar[infologlen + 1];
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glGetShaderInfoLog(shaderid, infologlen, NULL, errorlog);
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std::string tmp(errorlog);
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delete[] errorlog;
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glDeleteShader(shaderid);
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throw love::Exception("Cannot compile %s shader code:\n%s", shadertypename, tmp.c_str());
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}
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return shaderid;
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}
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void Shader::createProgram(const std::vector<GLuint> &shaderids)
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{
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_program = glCreateProgram();
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if (_program == 0) // should only fail when called between glBegin() and glEnd()
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throw love::Exception("Cannot create shader program object.");
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std::vector<GLuint>::const_iterator it;
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for (it = shaderids.begin(); it != shaderids.end(); ++it)
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glAttachShader(_program, *it);
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glLinkProgram(_program);
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for (it = shaderids.begin(); it != shaderids.end(); ++it)
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glDeleteShader(*it); // flag shaders for auto-deletion when program object is deleted
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GLint link_ok;
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glGetProgramiv(_program, GL_LINK_STATUS, &link_ok);
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if (link_ok == GL_FALSE)
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{
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const std::string warnings = getWarnings();
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glDeleteProgram(_program);
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throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
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}
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}
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bool Shader::loadVolatile()
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{
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// zero out active texture list
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_activetextureunits.clear();
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_activetextureunits.insert(_activetextureunits.begin(), _maxtextureunits, 0);
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std::vector<GLuint> shaderids;
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ShaderSources::const_iterator source;
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for (source = _shadersources.begin(); source != _shadersources.end(); ++source)
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{
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GLuint shaderid = compileShaderCode(source->first, source->second);
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shaderids.push_back(shaderid);
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}
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if (shaderids.empty())
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throw love::Exception("Cannot create shader: no valid source code!");
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createProgram(shaderids);
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if (current == this)
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{
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current = NULL; // make sure glUseProgram gets called
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attach();
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}
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return true;
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}
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void Shader::unloadVolatile()
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{
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if (current == this)
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glUseProgram(0);
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if (_program != 0)
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glDeleteProgram(_program);
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_program = 0;
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// decrement global texture id counters for texture units which had textures bound from this shader
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for (size_t i = 0; i < _activetextureunits.size(); ++i)
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{
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if (_activetextureunits[i] > 0)
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_texturecounters[i] = std::max(_texturecounters[i] - 1, 0);
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}
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// active texture list is probably invalid, clear it
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_activetextureunits.clear();
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_activetextureunits.insert(_activetextureunits.begin(), _maxtextureunits, 0);
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// same with uniform location list
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_uniforms.clear();
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}
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std::string Shader::getWarnings() const
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{
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GLint strlen, nullpos;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &strlen);
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char *temp_str = new char[strlen+1];
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// be extra sure that the error string will be 0-terminated
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memset(temp_str, '\0', strlen+1);
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glGetProgramInfoLog(_program, strlen, &nullpos, temp_str);
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temp_str[nullpos] = '\0';
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std::string warnings(temp_str);
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delete[] temp_str;
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return warnings;
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}
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void Shader::attach(bool temporary)
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{
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if (current != this)
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glUseProgram(_program);
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current = this;
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if (!temporary)
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{
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// make sure all sent textures are properly bound to their respective texture units
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// note: list potentially contains texture ids of deleted/invalid textures!
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for (size_t i = 0; i < _activetextureunits.size(); ++i)
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{
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if (_activetextureunits[i] > 0)
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bindTextureToUnit(_activetextureunits[i], i + 1, false);
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}
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setActiveTextureUnit(0);
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}
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}
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void Shader::detach()
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{
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if (current != NULL)
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glUseProgram(0);
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current = NULL;
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}
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void Shader::sendFloat(const std::string &name, int size, const GLfloat *vec, int count)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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if (size < 1 || size > 4)
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throw love::Exception("Invalid variable size: %d (expected 1-4).", size);
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switch (size)
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{
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case 4:
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glUniform4fv(location, count, vec);
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break;
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case 3:
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glUniform3fv(location, count, vec);
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break;
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case 2:
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glUniform2fv(location, count, vec);
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break;
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case 1:
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default:
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glUniform1fv(location, count, vec);
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break;
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}
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// throw error if needed
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checkSetUniformError();
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}
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void Shader::sendMatrix(const std::string &name, int size, const GLfloat *m, int count)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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if (size < 2 || size > 4)
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{
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throw love::Exception("Invalid matrix size: %dx%d "
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"(can only set 2x2, 3x3 or 4x4 matrices).", size,size);
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}
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switch (size)
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{
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case 4:
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glUniformMatrix4fv(location, count, GL_FALSE, m);
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break;
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case 3:
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glUniformMatrix3fv(location, count, GL_FALSE, m);
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break;
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case 2:
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default:
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glUniformMatrix2fv(location, count, GL_FALSE, m);
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break;
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}
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// throw error if needed
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checkSetUniformError();
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}
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void Shader::sendTexture(const std::string &name, GLuint texture)
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{
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TemporaryAttacher attacher(this);
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GLint location = getUniformLocation(name);
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int textureunit = getTextureUnit(name);
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// bind texture to assigned texture unit and send uniform to shader program
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bindTextureToUnit(texture, textureunit, false);
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glUniform1i(location, textureunit);
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// reset texture unit
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setActiveTextureUnit(0);
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// throw error if needed
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checkSetUniformError();
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// increment global shader texture id counter for this texture unit, if we haven't already
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if (_activetextureunits[textureunit-1] == 0)
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++_texturecounters[textureunit-1];
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// store texture id so it can be re-bound to the proper texture unit when necessary
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_activetextureunits[textureunit-1] = texture;
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}
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void Shader::sendImage(const std::string &name, const Image &image)
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{
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sendTexture(name, image.getTextureName());
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}
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void Shader::sendCanvas(const std::string &name, const Canvas &canvas)
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{
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sendTexture(name, canvas.getTextureName());
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}
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GLint Shader::getUniformLocation(const std::string &name)
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{
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std::map<std::string, GLint>::const_iterator it = _uniforms.find(name);
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if (it != _uniforms.end())
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return it->second;
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GLint location = glGetUniformLocation(_program, name.c_str());
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if (location == -1)
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{
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throw love::Exception(
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"Cannot get location of shader variable `%s'.\n"
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"A common error is to define but not use the variable.", name.c_str());
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}
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_uniforms[name] = location;
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return location;
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}
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int Shader::getTextureUnit(const std::string &name)
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{
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std::map<std::string, GLint>::const_iterator it = _textureunitpool.find(name);
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if (it != _textureunitpool.end())
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return it->second;
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int textureunit = 1;
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// prefer texture units which are unused by all other shaders
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std::vector<int>::iterator nextfreeunit = std::find(_texturecounters.begin(), _texturecounters.end(), 0);
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if (nextfreeunit != _texturecounters.end())
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textureunit = std::distance(_texturecounters.begin(), nextfreeunit) + 1; // we don't want to use unit 0
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else
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{
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// no completely unused texture units exist, try to use next free slot in our own list
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std::vector<GLuint>::iterator nexttexunit = std::find(_activetextureunits.begin(), _activetextureunits.end(), 0);
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if (nexttexunit == _activetextureunits.end())
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throw love::Exception("No more texture units available for shader.");
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textureunit = std::distance(_activetextureunits.begin(), nexttexunit) + 1; // we don't want to use unit 0
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}
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_textureunitpool[name] = textureunit;
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return textureunit;
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}
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void Shader::checkSetUniformError()
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{
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GLenum error_code = glGetError();
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if (GL_INVALID_OPERATION == error_code)
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{
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throw love::Exception(
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"Invalid operation:\n"
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"- Trying to send the wrong value type to shader variable, or\n"
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"- Trying to send array values with wrong dimension, or\n"
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"- Invalid variable name.");
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}
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}
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std::string Shader::getGLSLVersion()
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{
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// GL_SHADING_LANGUAGE_VERSION may not be available in OpenGL < 2.0.
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const char *tmp = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
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if (NULL == tmp)
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return "0.0";
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// the version string always begins with a version number of the format
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// major_number.minor_number
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// or
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// major_number.minor_number.release_number
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// we can keep release_number, since it does not affect the check below.
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std::string versionString(tmp);
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size_t minorEndPos = versionString.find(' ');
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return versionString.substr(0, minorEndPos);
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}
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bool Shader::isSupported()
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{
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return GLEE_VERSION_2_0 && getGLSLVersion() >= "1.2";
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}
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} // opengl
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} // graphics
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} // love
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