summaryrefslogtreecommitdiff
path: root/src/renderer/shader.cpp
blob: cdb8e9a9f6c9874414783ec99f7db6006f0e9474 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
#include <llmr/renderer/shader.hpp>
#include <llmr/platform/gl.hpp>

#include <cstdlib>
#include <cstdio>
#include <cstring>

using namespace llmr;

Shader::Shader(const GLchar *vertSource, const GLchar *fragSource)
    : valid(false),
      program(0) {

    GLuint vertShader;
    if (!compileShader(&vertShader, GL_VERTEX_SHADER, vertSource)) {
        fprintf(stderr, "Vertex shader failed to compile: %s\n", vertSource);
        return;
    }

    GLuint fragShader;
    if (!compileShader(&fragShader, GL_FRAGMENT_SHADER, fragSource)) {
        fprintf(stderr, "Fragment shader failed to compile: %s\n", fragSource);
        return;
    }

    program = glCreateProgram();

    // Attach shaders
    glAttachShader(program, vertShader);
    glAttachShader(program, fragShader);


    {
        // Link program
        GLint status;
        glLinkProgram(program);

#if defined(DEBUG)
        GLint logLength;
        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength);
            glGetProgramInfoLog(program, logLength, &logLength, log);
            fprintf(stderr, "Program link log:\n%s", log);
            free(log);
        }
#endif

        glGetProgramiv(program, GL_LINK_STATUS, &status);
        if (status == 0) {
            fprintf(stderr, "Program failed to link\n");
            glDeleteShader(vertShader);
            vertShader = 0;
            glDeleteShader(fragShader);
            fragShader = 0;
            glDeleteProgram(program);
            program = 0;
            return;
        }
    }

    {
        // Validate program
        GLint status;
        glValidateProgram(program);

#if defined(DEBUG)
        GLint logLength;
        glGetProgramiv(program, GL_INFO_LOG_LENGTH, &logLength);
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength);
            glGetProgramInfoLog(program, logLength, &logLength, log);
            fprintf(stderr, "Program validate log:\n%s", log);
            free(log);
        }
#endif

        glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
        if (status == 0) {
            fprintf(stderr, "Program failed to validate\n");
            glDeleteShader(vertShader);
            vertShader = 0;
            glDeleteShader(fragShader);
            fragShader = 0;
            glDeleteProgram(program);
            program = 0;
        }

    }

    // Remove the compiled shaders; they are now part of the program.
    glDetachShader(program, vertShader);
    glDeleteShader(vertShader);
    glDetachShader(program, fragShader);
    glDeleteShader(fragShader);


    fprintf(stderr, "successfully compiled shader\n");
    valid = true;
}


bool Shader::compileShader(GLuint *shader, GLenum type, const GLchar *source) {
    GLint status;

    *shader = glCreateShader(type);

#if defined(EMSCRIPTEN) || defined(GL_ES_VERSION_2_0)
    // Add WebGL GLSL / OpenGL ES precision premable
    const GLchar *preamble = "precision highp float;\n\n";
#else
    // Desktop GLSL
    const GLchar *preamble = "#version 120\n\n";
#endif

    const GLchar *strings[] = { preamble, source };
    const GLint lengths[] = { (GLint)strlen(preamble), (GLint)strlen(source) };


    glShaderSource(*shader, 2, strings, lengths);

    glCompileShader(*shader);

// #if defined(DEBUG)
    GLint logLength;
    glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
    if (logLength > 0) {
        GLchar *log = (GLchar *)malloc(logLength);
        glGetShaderInfoLog(*shader, logLength, &logLength, log);
        fprintf(stderr, "Shader compile log:\n%s", log);
        free(log);
    }
// #endif

    glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
    if (status == 0) {
        glDeleteShader(*shader);
        *shader = 0;
        return false;
    }

    return true;
}


void Shader::setMatrix(const std::array<float, 16>& newMatrix) {
    if (matrix != newMatrix) {
        glUniformMatrix4fv(u_matrix, 1, GL_FALSE, newMatrix.data());
        matrix = newMatrix;
    }
}


Shader::~Shader() {
    if (program) {
        glDeleteProgram(program);
        program = 0;
        valid = false;
    }
}