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ShaderGL.cpp
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#include "ShaderGL.h"
namespace LiveCoder {
enum ShaderGLType {
GLSL_VS,
GLSL_FS
};
void getErrorLog(GLuint shader, std::set<int>* errorLines = NULL)
{
GLsizei bufSize = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufSize);
if (bufSize > 1) {
GLchar *infoLog;
GLsizei length;
infoLog = new GLchar[bufSize];
glGetShaderInfoLog(shader, bufSize, &length, infoLog);
Logger::Instance()->OutputString("Compile Status: " + std::string(infoLog));
// 適当な解析
if (errorLines != NULL) {
std::string tmpStr;
for (int i = 0; i < bufSize; i ++) {
if (infoLog[i] == '\n') {
int num = 0;
int numcnt = 0;
bool inNum = false;
for (int j = 0; j < tmpStr.length(); j ++) {
if (inNum) {
if (isdigit(tmpStr[j])) {
num = num * 10 + (tmpStr[j] - '0');
} else {
inNum = false;
numcnt ++;
// 二番目の数字
if (numcnt == 2) {
errorLines->insert(num);
}
}
} else {
if (isdigit(tmpStr[j])) {
inNum = true;
num = num * 10 + (tmpStr[j] - '0');
}
}
}
tmpStr = "";
} else {
tmpStr += infoLog[i];
}
}
}
delete[] infoLog;
}
}
GLuint CompileShader(ShaderGLType type, const GLchar* source, std::set<int>* errorLines = NULL)
{
GLint status;
unsigned int prog = 0;
switch (type) {
case GLSL_VS:
{
prog = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(prog, 1, &source, 0);
glCompileShader(prog);
glGetShaderiv(prog, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
getErrorLog(prog, errorLines);
Logger::Instance()->OutputString("Compile error in vertex shader.");
glDeleteShader(prog);
prog = 0;
}
return prog;
}break;
case GLSL_FS:
{
prog = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(prog, 1, &source, 0);
glCompileShader(prog);
glGetShaderiv(prog, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
getErrorLog(prog, errorLines);
Logger::Instance()->OutputString("Compile error in fragment shader.");
glDeleteShader(prog);
prog = 0;
}
return prog;
}break;
}
return 0;
}
GLuint LinkShader(GLuint vsh, GLuint fsh)
{
GLuint program = 0;
if (vsh != 0 && fsh != 0) {
program = glCreateProgram();
glAttachShader(program, vsh);
glAttachShader(program, fsh);
// リンク
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
Logger::Instance()->OutputString("Link Error.");
glDeleteProgram(program);
program = 0;
}
}
return program;
}
ShaderGL::ShaderGL() {
OK = false;
shaderProgram = 0;
}
GLuint ShaderGL::CompileFromFile(const std::string& filename) {
FILE* fp = fopen(filename.c_str(), "rt");
if (fp != NULL) {
std::string fsshader;
char buf[1024];
while (fgets(buf, 1024, fp) != NULL) {
fsshader += buf;
}
fclose(fp);
return Compile(fsshader);
}
return 0;
}
GLuint ShaderGL::Compile(const std::string& fsshader) {
// 頂点シェーダー(固定)
static const std::string vsshader = "attribute vec2 pos;void main(){gl_Position=vec4(pos.xy,0,1);}";
errorLinesVS.clear();
GLuint vsh = CompileShader(GLSL_VS, vsshader.c_str(), &errorLinesVS);
if (vsh == 0) {
Logger::Instance()->OutputString("Vertex Shader Error.");
return 0;
}
errorLinesFS.clear();
GLuint fsh = CompileShader(GLSL_FS, fsshader.c_str(), &errorLinesFS);
if (fsh == 0) {
Logger::Instance()->OutputString("Fragment Shader Error.");
glDeleteShader(vsh);
return 0;
}
GLuint program = LinkShader(vsh, fsh);
if (program != 0) {
OK = true;
if (shaderProgram != 0)
glDeleteProgram(shaderProgram);
shaderProgram = program;
glDeleteShader(vsh);
glDeleteShader(fsh);
} else
return 0;
// 新しくシェーダープログラムセットされたらここにくる
return shaderProgram;
}
ShaderGL::~ShaderGL() {
if (shaderProgram != 0) {
glDeleteProgram(shaderProgram);
}
}
bool ShaderGL::Valid() {
return OK;
}
void ShaderGL::Bind() {
glUseProgram(shaderProgram);
}
void ShaderGL::Unbind() {
glUseProgram(0);
}
void ShaderGL::SetUniform(const GLchar* name, int i) {
if (shaderProgram) {
GLuint id = glGetUniformLocation(shaderProgram, name);
if (id != -1)
glUniform1i(id, i);
}
}
void ShaderGL:: SetUniform(const GLchar* name, float v) {
if (shaderProgram) {
GLuint id = glGetUniformLocation(shaderProgram, name);
if (id != -1)
glUniform1f(id, v);
}
}
void ShaderGL:: SetUniform(const GLchar* name, float* fv, int size) {
if (shaderProgram) {
GLuint id = glGetUniformLocation(shaderProgram, name);
if (id != -1)
glUniform1fv(id, size, fv);
}
}
void ShaderGL:: SetUniform(const GLchar* name, float x, float y) {
if (shaderProgram) {
GLuint id = glGetUniformLocation(shaderProgram, name);
if (id != -1)
glUniform2f(id, x, y);
}
}
};