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Recommendation is to avoid using the year nomenclature as this information is already encoded in the git repo. Avoids needing to repeatly update. Also updates AUTHORS.txt from current repo with contributor names
296 lines
8.2 KiB
C++
296 lines
8.2 KiB
C++
/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2012 Torsten Hueter, torstenhtr <at> gmx.de
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* Copyright The KiCad Developers, see AUTHORS.txt for contributors.
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*
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* Graphics Abstraction Layer (GAL) for OpenGL
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*
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* Shader class
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <iostream>
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#include <fstream>
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#include <stdexcept>
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#include <cstring>
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#include <cassert>
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#include <gal/opengl/shader.h>
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#include <vector>
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using namespace KIGFX;
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SHADER::SHADER() :
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isProgramCreated( false ),
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isShaderLinked( false ),
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active( false ),
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maximumVertices( 4 ),
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geomInputType( GL_LINES ),
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geomOutputType( GL_LINES )
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{
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// Do not have uninitialized members:
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programNumber = 0;
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}
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SHADER::~SHADER()
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{
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if( active )
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Deactivate();
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if( isProgramCreated )
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{
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if( glIsShader )
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{
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// Delete the shaders and the program
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for( std::deque<GLuint>::iterator it = shaderNumbers.begin(); it != shaderNumbers.end();
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++it )
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{
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GLuint shader = *it;
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if( glIsShader( shader ) )
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{
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glDetachShader( programNumber, shader );
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glDeleteShader( shader );
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}
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}
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glDeleteProgram( programNumber );
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}
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}
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}
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bool SHADER::LoadShaderFromFile( SHADER_TYPE aShaderType, const std::string& aShaderSourceName )
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{
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// Load shader sources
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const std::string shaderSource = ReadSource( aShaderSourceName );
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return LoadShaderFromStrings( aShaderType, shaderSource );
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}
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void SHADER::ConfigureGeometryShader( GLuint maxVertices, GLuint geometryInputType,
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GLuint geometryOutputType )
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{
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maximumVertices = maxVertices;
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geomInputType = geometryInputType;
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geomOutputType = geometryOutputType;
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}
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bool SHADER::Link()
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{
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// Shader linking
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glLinkProgram( programNumber );
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programInfo( programNumber );
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// Check the Link state
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GLint tmp;
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glGetProgramiv( programNumber, GL_LINK_STATUS, &tmp );
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isShaderLinked = !!tmp;
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#ifdef DEBUG
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if( !isShaderLinked )
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{
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int maxLength;
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glGetProgramiv( programNumber, GL_INFO_LOG_LENGTH, &maxLength );
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maxLength = maxLength + 1;
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char* linkInfoLog = new char[maxLength];
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glGetProgramInfoLog( programNumber, maxLength, &maxLength, linkInfoLog );
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std::cerr << "Shader linking error:" << std::endl;
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std::cerr << linkInfoLog;
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delete[] linkInfoLog;
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}
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#endif /* DEBUG */
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return isShaderLinked;
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}
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int SHADER::AddParameter( const std::string& aParameterName )
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{
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GLint location = glGetUniformLocation( programNumber, aParameterName.c_str() );
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if( location >= 0 )
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parameterLocation.push_back( location );
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else
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throw std::runtime_error( "Could not find shader uniform: " + aParameterName );
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return static_cast<int>( parameterLocation.size() ) - 1;
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}
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void SHADER::SetParameter( int parameterNumber, float value ) const
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{
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assert( (unsigned) parameterNumber < parameterLocation.size() );
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glUniform1f( parameterLocation[parameterNumber], value );
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}
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void SHADER::SetParameter( int parameterNumber, int value ) const
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{
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assert( (unsigned) parameterNumber < parameterLocation.size() );
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glUniform1i( parameterLocation[parameterNumber], value );
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}
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void SHADER::SetParameter( int parameterNumber, float f0, float f1, float f2, float f3 ) const
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{
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assert( (unsigned) parameterNumber < parameterLocation.size() );
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float arr[4] = { f0, f1, f2, f3 };
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glUniform4fv( parameterLocation[parameterNumber], 1, arr );
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}
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void SHADER::SetParameter( int aParameterNumber, const VECTOR2D& aValue ) const
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{
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assert( (unsigned) aParameterNumber < parameterLocation.size() );
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glUniform2f( parameterLocation[aParameterNumber], static_cast<GLfloat>( aValue.x ), static_cast<GLfloat>( aValue.y ) );
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}
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int SHADER::GetAttribute( const std::string& aAttributeName ) const
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{
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return glGetAttribLocation( programNumber, aAttributeName.c_str() );
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}
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void SHADER::programInfo( GLuint aProgram )
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{
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GLint glInfoLogLength = 0;
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GLint writtenChars = 0;
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// Get the length of the info string
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glGetProgramiv( aProgram, GL_INFO_LOG_LENGTH, &glInfoLogLength );
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// Print the information
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if( glInfoLogLength > 2 )
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{
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GLchar* glInfoLog = new GLchar[glInfoLogLength];
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glGetProgramInfoLog( aProgram, glInfoLogLength, &writtenChars, glInfoLog );
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delete[] glInfoLog;
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}
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}
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void SHADER::shaderInfo( GLuint aShader )
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{
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GLint glInfoLogLength = 0;
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GLint writtenChars = 0;
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// Get the length of the info string
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glGetShaderiv( aShader, GL_INFO_LOG_LENGTH, &glInfoLogLength );
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// Print the information
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if( glInfoLogLength > 2 )
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{
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GLchar* glInfoLog = new GLchar[glInfoLogLength];
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glGetShaderInfoLog( aShader, glInfoLogLength, &writtenChars, glInfoLog );
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delete[] glInfoLog;
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}
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}
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std::string SHADER::ReadSource( const std::string& aShaderSourceName )
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{
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// Open the shader source for reading
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std::ifstream inputFile( aShaderSourceName.c_str(), std::ifstream::in );
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std::string shaderSource;
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if( !inputFile )
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throw std::runtime_error( "Can't read the shader source: " + aShaderSourceName );
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std::string shaderSourceLine;
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// Read all lines from the text file
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while( getline( inputFile, shaderSourceLine ) )
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{
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shaderSource += shaderSourceLine;
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shaderSource += "\n";
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}
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return shaderSource;
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}
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bool SHADER::loadShaderFromStringArray( SHADER_TYPE aShaderType, const char** aArray, size_t aSize )
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{
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assert( !isShaderLinked );
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// Create the program
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if( !isProgramCreated )
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{
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programNumber = glCreateProgram();
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isProgramCreated = true;
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}
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// Create a shader
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GLuint shaderNumber = glCreateShader( aShaderType );
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shaderNumbers.push_back( shaderNumber );
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// Get the program info
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programInfo( programNumber );
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// Attach the sources
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glShaderSource( shaderNumber, static_cast<GLsizei>( aSize ), (const GLchar**) aArray, nullptr );
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programInfo( programNumber );
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// Compile and attach shader to the program
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glCompileShader( shaderNumber );
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GLint status;
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glGetShaderiv( shaderNumber, GL_COMPILE_STATUS, &status );
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if( status != GL_TRUE )
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{
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shaderInfo( shaderNumber );
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GLint maxLength = 0;
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glGetShaderiv( shaderNumber, GL_INFO_LOG_LENGTH, &maxLength );
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// The maxLength includes the NULL character
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std::vector<GLchar> errorLog( (size_t) maxLength );
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glGetShaderInfoLog( shaderNumber, maxLength, &maxLength, &errorLog[0] );
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// Provide the infolog in whatever manor you deem best.
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// Exit with failure.
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glDeleteShader( shaderNumber ); // Don't leak the shader.
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throw std::runtime_error( &errorLog[0] );
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}
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glAttachShader( programNumber, shaderNumber );
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programInfo( programNumber );
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// Special handling for the geometry shader
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if( aShaderType == SHADER_TYPE_GEOMETRY )
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{
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_VERTICES_OUT_EXT, maximumVertices );
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_INPUT_TYPE_EXT, geomInputType );
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glProgramParameteriEXT( programNumber, GL_GEOMETRY_OUTPUT_TYPE_EXT, geomOutputType );
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}
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return true;
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}
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