-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathshader_manager.cpp
256 lines (219 loc) · 8.37 KB
/
shader_manager.cpp
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
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
#include "shader_manager.h"
#include "meow.h"
#include <platform_fopen.h>
#include "util/md5.h"
#define SHADER_NOT_FOUND -1
#define SHADER_COMPILATION_ERROR -2
ShaderManager::~ShaderManager() {
glUseProgram(0);
vector<ShaderBundle *>::iterator iter = shadersmanaged.begin();
while (iter != shadersmanaged.end()) {
ALOGE("DELETING SHADER: %u, is shader: %s",(*iter)->shader,glIsShader(shaderVec[(*iter)->shader])? "true" : "false");
if (glIsShader((*iter)->shader)) {
glDeleteShader((*iter)->shader);
}
iter++;
}
shadersmanaged.clear();
}
char * ShaderManager::readfile(const string & filename)
{
FILE * shaderFile = meow_fopen(filename.c_str(),"r");
fseek(shaderFile, 0L, SEEK_END);
int fileSize = ftell(shaderFile);
fseek(shaderFile, 0L, SEEK_SET);
char * shaderbuffer = new char[fileSize+1];
fread(shaderbuffer,1,fileSize,shaderFile);
shaderbuffer[fileSize] = 0x00;
fclose(shaderFile);
return shaderbuffer;
}
/*!
* \brief ShaderManager::loadShader
* \param shaderType must be one of: GL_VERTEX_SHADER or GL_FRAGMENT_SHADER
* \param file the filename to read, on android should be relative to assets dir
* \return the integer defining the compiled shader
*/
GLuint ShaderManager::loadShader(GLenum shaderType,const string & file) {
GLuint shader = glCreateShader(shaderType);
if (shader) {
char * shaderSrc = readfile(file);
const char * shaderConstRef = shaderSrc;
// The shader source must be a handle to the shader
glShaderSource(shader, 1, &shaderConstRef , NULL);
delete [] shaderSrc;
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
ALOGE("Could not compile shader %d:\n%s\n",
shaderType, buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
} else {
checkGlError("glCreateShader");
ALOGE("Shader error loading while creating shader: %u",shader);
}
return shader;
}
GLint ShaderManager::getAttrib(const int program, const string & attribname) {
map<string,GLint>::iterator it = shadersmanaged[program]->attribs.find(attribname);
// printMap(shadersmanaged[program].attribs);
if (it != shadersmanaged[program]->attribs.end()) {
return it->second;
} else {
return 0;
}
}
bool ShaderManager::hasAttrib(const int program,const string & attribname) {
return shadersmanaged[program]->attribs.find(attribname) != shadersmanaged[program]->attribs.end();
}
bool ShaderManager::hasUniform(const int program,const string & uniformname) {
return shadersmanaged[program]->uniforms.find(uniformname) != shadersmanaged[program]->uniforms.end();
}
void ShaderManager::printMap(const map<string,GLint> & shaderMap) {
for(map<string,GLint>::const_iterator it = shaderMap.begin(); it != shaderMap.end(); ++it) {
ALOGI("KEY: %s",it->first.c_str());
}
return;
}
GLint ShaderManager::getUniform(const int program, const string & uniformname ) {
map<string,GLint>::iterator it = shadersmanaged[program]->uniforms.find(uniformname);
if (it != shadersmanaged[program]->uniforms.end()) {
return it->second;
} else {
return 0;
}
}
GLuint ShaderManager::getShaderProgram(const int program) const {
return shaderVec[shadersmanaged[program]->shader];
}
void ShaderManager::deleteShader( const int program ) {
// glDeleteShader(shadersmanaged[program].shader);
// shadersmanaged[]
}
int ShaderManager::compileShader(const string & vertex, const string & fragment) {
ALOGI("Loading shader with vertex: %s fragment: %s\n",vertex.c_str(),fragment.c_str());
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vertex);
if (!vertexShader) {
ALOGE("Vertex shader error shader %s\n",vertex.c_str());
return SHADER_COMPILATION_ERROR;
}
GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, fragment);
if (!pixelShader) {
ALOGE("Fragment shader error: %s\n",fragment.c_str());
return SHADER_COMPILATION_ERROR;
}
GLuint program = glCreateProgram();
int shaderindex = -1;
if (program) {
glAttachShader(program, vertexShader);
glAttachShader(program, pixelShader);
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = (char*) malloc(bufLength);
if (buf) {
glGetProgramInfoLog(program, bufLength, NULL, buf);
ALOGE("Could not link program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
} else {
string name = shaderName(vertex,fragment);
ALOGI("Shader name: %s",name.c_str());
// Okay we've linked the shader, now give go through and find all the
// uniforms as well as all the attribs
shaderindex = shaderVec.size();
shaderVec.push_back(program);
shaderMap[name] = shaderindex;
}
} else {
ALOGE("Could not create program: %s fragment: %s",vertex.c_str(),fragment.c_str());
}
return shaderindex;
}
string ShaderManager::shaderName( const string & vertex, const string & fragment) {
string vertexFilename = getFilename(vertex);
string fragmentFilename = getFilename(fragment);
return md5(vertexFilename + ":" + fragmentFilename);
}
int ShaderManager::getShader( const string & vertex, const string & fragment ) {
string name = shaderName(vertex, fragment);
if (shaderMap.find(name) != shaderMap.end()) {
return shaderMap[name];
} else {
return SHADER_NOT_FOUND;
}
}
void ShaderManager::loadUniforms(ShaderBundle * bundle,vector<string> uniforms) {
GLuint shader = shaderVec[bundle->shader];
for( size_t i = 0; i < uniforms.size(); i++ ) {
GLint uniformlocation = glGetUniformLocation(shader, uniforms[i].c_str());
if (uniformlocation >= 0 ) {
bundle->uniforms[uniforms[i]] = uniformlocation;
#ifdef DEBUG_SHADERS
ALOGI("uniform[%s]: %d\n", uniforms[i].c_str(), uniformlocation);
#endif
} else {
#ifdef DEBUG_SHADERS
ALOGI("invalid uniform[%s]: %d\n", uniforms[i].c_str(), uniformlocation);
#endif
}
}
}
void ShaderManager::loadAttributes(ShaderBundle * bundle, vector<string> attributes) {
GLuint shader = shaderVec[bundle->shader];
#ifdef DEBUG_SHADERS
ALOGI("loading attributes: %u\n", shader);
#endif
for( size_t i = 0; i < attributes.size(); i++ ) {
GLint attriblocation = glGetAttribLocation(shader, attributes[i].c_str());
if (attriblocation >= 0 ) {
bundle->attribs[attributes[i]] = attriblocation;
#ifdef DEBUG_SHADERS
ALOGI("attribs[%s]: %d\n", attributes[i].c_str() ,attriblocation);
#endif
} else {
#ifdef DEBUG_SHADERS
ALOGI("invalid attribs[%s]: %d\n", attributes[i].c_str(), attriblocation);
#endif
}
#ifdef DEBUG_SHADERS
ALOGI("attribs[%s]: %d\n",attributes[i].c_str(),attriblocation);
#endif
}
}
int ShaderManager::createShader( const string & vertex, const string & fragment, vector<string> attributes, vector<string> uniforms) {
int shaderIndex = getShader(vertex, fragment);
if ( shaderIndex == SHADER_NOT_FOUND) {
shaderIndex = compileShader(vertex, fragment);
}
if ( shaderIndex == SHADER_COMPILATION_ERROR) {
ALOGE("Shader compilation error!");
return SHADER_NOT_FOUND;
}
ALOGI("Shaderindex: %d",shaderIndex);
ShaderBundle * bundle = new ShaderBundle();
bundle->shader = shaderIndex;
loadAttributes(bundle,attributes);
loadUniforms(bundle,uniforms);
int shaderBundleIndex = shadersmanaged.size();
shadersmanaged.push_back(bundle);
return shaderBundleIndex;
}