Added AABBs Added code examples Added experimental support for texture arrays (1D/2D) Added initialisers (new way of initialising modules) Added global headers (Plus a global header generator script) Added pattern support for directory Added support for spinlocks critical section on Windows Added NzRenderWindow::SetFramerateLimit Core project now includes Mathematics files Fixed color implementation using double Fixed declaration needing renderer include Fixed MLT not clearing nextFree(File/Line) after Free Fixed move operators not being noexcept Fixed thread-safety (Now working correctly - If I'm lucky) Moved Resource to core New interface for modules New interface for the renderer Put some global functions to anonymous namespace Removed empty modules Renamed ThreadCondition to ConditionVariable Replaced redirect to cerr log option by duplicate to cout Setting mouse position relative to a window will make this window ignore the event Shaders sending methods no longer takes the uniform variable name (it's using ID instead) Using new OpenGL 4.3 header
633 lines
10 KiB
C++
633 lines
10 KiB
C++
// Copyright (C) 2012 Jérôme Leclercq
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// This file is part of the "Nazara Engine".
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/OpenGL.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Core/File.hpp>
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#include <Nazara/Core/String.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/GLSLShader.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/ShaderImpl.hpp>
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#include <stdexcept>
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#include <Nazara/Renderer/Debug.hpp>
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NzShader::NzShader() :
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m_impl(nullptr),
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m_compiled(false)
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{
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}
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NzShader::NzShader(nzShaderLanguage language) :
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m_impl(nullptr),
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m_compiled(false)
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{
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Create(language);
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#ifdef NAZARA_DEBUG
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if (!m_impl)
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{
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NazaraError("Failed to create shader");
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throw std::runtime_error("Constructor failed");
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}
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#endif
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}
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NzShader::~NzShader()
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{
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Destroy();
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}
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bool NzShader::Create(nzShaderLanguage language)
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{
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Destroy();
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switch (language)
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{
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case nzShaderLanguage_Cg:
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NazaraError("Cg support is not implemented yet");
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return false;
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case nzShaderLanguage_GLSL:
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m_impl = new NzGLSLShader(this);
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break;
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default:
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NazaraError("Shader language not handled (0x" + NzString::Number(language, 16) + ')');
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return false;
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}
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if (!m_impl->Create())
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{
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NazaraError("Failed to create shader");
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delete m_impl;
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m_impl = nullptr;
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return false;
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}
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return true;
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}
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bool NzShader::Compile()
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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#endif
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if (m_impl->Compile())
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{
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m_compiled = true;
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return true;
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}
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else
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return false;
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}
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void NzShader::Destroy()
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{
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if (m_impl)
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{
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m_impl->Destroy();
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delete m_impl;
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m_impl = nullptr;
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}
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}
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NzString NzShader::GetLog() const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NzString error = "Shader not created";
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NazaraError(error);
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return error;
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}
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#endif
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return m_impl->GetLog();
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}
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nzShaderLanguage NzShader::GetLanguage() const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NzString error = "Shader not created";
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NazaraError(error);
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return nzShaderLanguage_Unknown;
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}
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#endif
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return m_impl->GetLanguage();
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}
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NzString NzShader::GetSourceCode(nzShaderType type) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NzString error = "Shader not created";
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NazaraError(error);
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return error;
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}
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if (!IsTypeSupported(type))
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{
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NzString error = "Shader type not supported";
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NazaraError(error);
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return error;
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}
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if (!m_impl->IsLoaded(type))
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{
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NzString error = "Shader not loaded";
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NazaraError(error);
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return error;
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}
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#endif
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return m_impl->GetSourceCode(type);
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}
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int NzShader::GetUniformLocation(const NzString& name) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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#endif
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return m_impl->GetUniformLocation(name);
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}
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bool NzShader::HasUniform(const NzString& name) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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#endif
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return m_impl->GetUniformLocation(name) != -1;
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}
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bool NzShader::IsCompiled() const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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#endif
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return m_compiled;
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}
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bool NzShader::IsLoaded(nzShaderType type) const
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (!IsTypeSupported(type))
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{
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NazaraError("Shader type not supported");
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return false;
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}
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#endif
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return m_impl->IsLoaded(type);
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}
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bool NzShader::Load(nzShaderType type, const NzString& source)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (!IsTypeSupported(type))
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{
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NazaraError("Shader type not supported");
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return false;
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}
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if (source.IsEmpty())
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{
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NazaraError("Empty source code");
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return false;
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}
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if (m_impl->IsLoaded(type))
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{
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NazaraError("Shader already loaded");
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return false;
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}
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#endif
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return m_impl->Load(type, source);
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}
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bool NzShader::LoadFromFile(nzShaderType type, const NzString& filePath)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (!IsTypeSupported(type))
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{
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NazaraError("Shader type not supported");
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return false;
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}
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if (m_impl->IsLoaded(type))
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{
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NazaraError("Shader already loaded");
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return false;
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}
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#endif
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NzFile file(filePath);
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if (!file.Open(NzFile::ReadOnly | NzFile::Text))
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{
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NazaraError("Failed to open \"" + filePath + '"');
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return false;
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}
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unsigned int length = file.GetSize();
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NzString source;
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source.Resize(length);
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if (file.Read(&source[0], length) != length)
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{
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NazaraError("Failed to read shader file");
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return false;
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}
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file.Close();
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return m_impl->Load(type, source);
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}
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bool NzShader::Lock()
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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#endif
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return m_impl->Lock();
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}
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bool NzShader::SendBoolean(int location, bool value)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendBoolean(location, value);
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}
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bool NzShader::SendDouble(int location, double value)
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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{
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NazaraError("FP64 is not supported");
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return false;
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}
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendDouble(location, value);
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}
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bool NzShader::SendFloat(int location, float value)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendFloat(location, value);
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}
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bool NzShader::SendInteger(int location, int value)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendInteger(location, value);
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}
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bool NzShader::SendMatrix(int location, const NzMatrix4d& matrix)
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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{
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NazaraError("FP64 is not supported");
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return false;
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}
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendMatrix(location, matrix);
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}
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bool NzShader::SendMatrix(int location, const NzMatrix4f& matrix)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendMatrix(location, matrix);
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}
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bool NzShader::SendTexture(int location, const NzTexture* texture)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendTexture(location, texture);
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}
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bool NzShader::SendVector(int location, const NzVector2d& vector)
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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{
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NazaraError("FP64 is not supported");
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return false;
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}
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector2f& vector)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector3d& vector)
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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{
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NazaraError("FP64 is not supported");
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return false;
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}
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector3f& vector)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector4d& vector)
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{
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#if NAZARA_RENDERER_SAFE
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if (!NzRenderer::HasCapability(nzRendererCap_FP64))
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{
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NazaraError("FP64 is not supported");
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return false;
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}
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendVector(location, vector);
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}
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bool NzShader::SendVector(int location, const NzVector4f& vector)
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return false;
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}
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if (location == -1)
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{
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NazaraError("Invalid location");
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return false;
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}
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#endif
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return m_impl->SendVector(location, vector);
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}
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void NzShader::Unlock()
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{
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#if NAZARA_RENDERER_SAFE
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if (!m_impl)
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{
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NazaraError("Shader not created");
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return;
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}
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#endif
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return m_impl->Unlock();
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}
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bool NzShader::IsLanguageSupported(nzShaderLanguage language)
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{
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switch (language)
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{
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case nzShaderLanguage_Cg:
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return false; // ??
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case nzShaderLanguage_GLSL:
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return true;
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default:
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NazaraError("Shader language not handled (0x" + NzString::Number(language, 16) + ')');
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return false;
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}
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}
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bool NzShader::IsTypeSupported(nzShaderType type)
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{
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switch (type)
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{
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case nzShaderType_Fragment:
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case nzShaderType_Vertex:
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return true;
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case nzShaderType_Geometry:
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return false; // ??
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default:
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NazaraError("Shader type not handled (0x" + NzString::Number(type, 16) + ')');
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return false;
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}
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}
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