Added support for vertex shaders in sf::Shader

Rewrote the Shader example
This commit is contained in:
Laurent Gomila 2011-12-10 13:02:38 +01:00
parent 4d0a6a299a
commit c9b87ec8a9
20 changed files with 893 additions and 486 deletions

View file

@ -27,6 +27,7 @@
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Shader.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <SFML/Graphics/GLCheck.hpp>
#include <SFML/System/InputStream.hpp>
#include <SFML/System/Err.hpp>
@ -46,30 +47,50 @@ namespace
GLCheck(glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxUnits));
return maxUnits;
}
// Read the contents of a file into an array of char
bool GetFileContents(const std::string& filename, std::vector<char>& buffer)
{
std::ifstream file(filename.c_str(), std::ios_base::binary);
if (file)
{
file.seekg(0, std::ios_base::end);
std::streamsize size = file.tellg();
file.seekg(0, std::ios_base::beg);
buffer.resize(size);
file.read(&buffer[0], size);
buffer.push_back('\0');
return true;
}
else
{
return false;
}
}
// Read the contents of a stream into an array of char
bool GetStreamContents(sf::InputStream& stream, std::vector<char>& buffer)
{
sf::Int64 size = stream.GetSize();
buffer.resize(static_cast<std::size_t>(size));
sf::Int64 read = stream.Read(&buffer[0], size);
buffer.push_back('\0');
return read == size;
}
}
namespace sf
{
////////////////////////////////////////////////////////////
Shader::CurrentTextureType Shader::CurrentTexture;
////////////////////////////////////////////////////////////
Shader::Shader() :
myShaderProgram (0),
myCurrentTexture(-1)
{
}
////////////////////////////////////////////////////////////
Shader::Shader(const Shader& copy) :
myShaderProgram (0),
myCurrentTexture(copy.myCurrentTexture),
myTextures (copy.myTextures),
myFragmentShader(copy.myFragmentShader)
{
// Create the shaders and the program
if (copy.myShaderProgram)
CompileProgram();
}
@ -85,48 +106,107 @@ Shader::~Shader()
////////////////////////////////////////////////////////////
bool Shader::LoadFromFile(const std::string& filename)
bool Shader::LoadFromFile(const std::string& filename, Type type)
{
// Open the file
std::ifstream file(filename.c_str());
if (!file)
// Read the file
std::vector<char> shader;
if (!GetFileContents(filename, shader))
{
Err() << "Failed to open shader file \"" << filename << "\"" << std::endl;
return false;
}
// Read the shader code from the file
myFragmentShader.clear();
std::string line;
while (std::getline(file, line))
myFragmentShader += line + "\n";
// Create the shaders and the program
return CompileProgram();
// Compile the shader program
if (type == Vertex)
return CompileProgram(&shader[0], NULL);
else
return CompileProgram(NULL, &shader[0]);
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromMemory(const std::string& shader)
bool Shader::LoadFromFile(const std::string& vertexShaderFilename, const std::string& fragmentShaderFilename)
{
// Save the shader code
myFragmentShader = shader;
// Read the vertex shader file
std::vector<char> vertexShader;
if (!GetFileContents(vertexShaderFilename, vertexShader))
{
Err() << "Failed to open vertex shader file \"" << vertexShaderFilename << "\"" << std::endl;
return false;
}
// Create the shaders and the program
return CompileProgram();
// Read the fragment shader file
std::vector<char> fragmentShader;
if (!GetFileContents(fragmentShaderFilename, fragmentShader))
{
Err() << "Failed to open fragment shader file \"" << fragmentShaderFilename << "\"" << std::endl;
return false;
}
// Compile the shader program
return CompileProgram(&vertexShader[0], &fragmentShader[0]);
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromStream(InputStream& stream)
bool Shader::LoadFromMemory(const std::string& shader, Type type)
{
// Compile the shader program
if (type == Vertex)
return CompileProgram(shader.c_str(), NULL);
else
return CompileProgram(NULL, shader.c_str());
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromMemory(const std::string& vertexShader, const std::string& fragmentShader)
{
// Compile the shader program
return CompileProgram(vertexShader.c_str(), fragmentShader.c_str());
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromStream(InputStream& stream, Type type)
{
// Read the shader code from the stream
std::vector<char> buffer(static_cast<std::size_t>(stream.GetSize()));
Int64 read = stream.Read(&buffer[0], buffer.size());
myFragmentShader.assign(&buffer[0], &buffer[0] + read);
std::vector<char> shader;
if (!GetStreamContents(stream, shader))
{
Err() << "Failed to read shader from stream" << std::endl;
return false;
}
// Create the shaders and the program
return CompileProgram();
// Compile the shader program
if (type == Vertex)
return CompileProgram(&shader[0], NULL);
else
return CompileProgram(NULL, &shader[0]);
}
////////////////////////////////////////////////////////////
bool Shader::LoadFromStream(InputStream& vertexShaderStream, InputStream& fragmentShaderStream)
{
// Read the vertex shader code from the stream
std::vector<char> vertexShader;
if (!GetStreamContents(vertexShaderStream, vertexShader))
{
Err() << "Failed to read vertex shader from stream" << std::endl;
return false;
}
// Read the fragment shader code from the stream
std::vector<char> fragmentShader;
if (!GetStreamContents(fragmentShaderStream, fragmentShader))
{
Err() << "Failed to read fragment shader from stream" << std::endl;
return false;
}
// Compile the shader program
return CompileProgram(&vertexShader[0], &fragmentShader[0]);
}
@ -241,7 +321,38 @@ void Shader::SetParameter(const std::string& name, const Vector3f& v)
////////////////////////////////////////////////////////////
void Shader::SetTexture(const std::string& name, const Texture& texture)
void Shader::SetParameter(const std::string& name, const Color& color)
{
SetParameter(name, color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
}
////////////////////////////////////////////////////////////
void Shader::SetParameter(const std::string& name, const sf::Transform& transform)
{
if (myShaderProgram)
{
EnsureGlContext();
// Enable program
GLhandleARB program = glGetHandleARB(GL_PROGRAM_OBJECT_ARB);
GLCheck(glUseProgramObjectARB(myShaderProgram));
// Get parameter location and assign it new values
GLint location = glGetUniformLocationARB(myShaderProgram, name.c_str());
if (location != -1)
GLCheck(glUniformMatrix4fvARB(location, 1, GL_FALSE, transform.GetMatrix()));
else
Err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
// Disable program
GLCheck(glUseProgramObjectARB(program));
}
}
////////////////////////////////////////////////////////////
void Shader::SetParameter(const std::string& name, const Texture& texture)
{
if (myShaderProgram)
{
@ -279,7 +390,7 @@ void Shader::SetTexture(const std::string& name, const Texture& texture)
////////////////////////////////////////////////////////////
void Shader::SetCurrentTexture(const std::string& name)
void Shader::SetParameter(const std::string& name, CurrentTextureType)
{
if (myShaderProgram)
{
@ -322,20 +433,6 @@ void Shader::Unbind() const
}
////////////////////////////////////////////////////////////
Shader& Shader::operator =(const Shader& right)
{
Shader temp(right);
std::swap(myShaderProgram, temp.myShaderProgram);
std::swap(myCurrentTexture, temp.myCurrentTexture);
std::swap(myTextures, temp.myTextures);
std::swap(myFragmentShader, temp.myFragmentShader);
return *this;
}
////////////////////////////////////////////////////////////
bool Shader::IsAvailable()
{
@ -352,7 +449,7 @@ bool Shader::IsAvailable()
////////////////////////////////////////////////////////////
bool Shader::CompileProgram()
bool Shader::CompileProgram(const char* vertexShaderCode, const char* fragmentShaderCode)
{
EnsureGlContext();
@ -368,74 +465,73 @@ bool Shader::CompileProgram()
if (myShaderProgram)
GLCheck(glDeleteObjectARB(myShaderProgram));
// Define the vertex shader source (we provide it directly as it doesn't have to change)
static const char* vertexSrc =
"void main()"
"{"
" gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;"
" gl_FrontColor = gl_Color;"
" gl_Position = ftransform();"
"}";
// Create the program
myShaderProgram = glCreateProgramObjectARB();
// Create the shaders
GLhandleARB vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
// Compile them
const char* fragmentSrc = myFragmentShader.c_str();
GLCheck(glShaderSourceARB(vertexShader, 1, &vertexSrc, NULL));
GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentSrc, NULL));
GLCheck(glCompileShaderARB(vertexShader));
GLCheck(glCompileShaderARB(fragmentShader));
// Check the compile logs
GLint success;
GLCheck(glGetObjectParameterivARB(vertexShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
// Create the vertex shader if needed
if (vertexShaderCode)
{
char log[1024];
GLCheck(glGetInfoLogARB(vertexShader, sizeof(log), 0, log));
Err() << "Failed to compile shader:" << std::endl
<< log << std::endl;
// Create and compile the shader
GLhandleARB vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
GLCheck(glShaderSourceARB(vertexShader, 1, &vertexShaderCode, NULL));
GLCheck(glCompileShaderARB(vertexShader));
// Check the compile log
GLint success;
GLCheck(glGetObjectParameterivARB(vertexShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
{
char log[1024];
GLCheck(glGetInfoLogARB(vertexShader, sizeof(log), 0, log));
Err() << "Failed to compile vertex shader:" << std::endl
<< log << std::endl;
GLCheck(glDeleteObjectARB(vertexShader));
GLCheck(glDeleteObjectARB(myShaderProgram));
myShaderProgram = 0;
return false;
}
// Attach the shader to the program, and delete it (not needed anymore)
GLCheck(glAttachObjectARB(myShaderProgram, vertexShader));
GLCheck(glDeleteObjectARB(vertexShader));
GLCheck(glDeleteObjectARB(fragmentShader));
GLCheck(glDeleteObjectARB(myShaderProgram));
myShaderProgram = 0;
return false;
}
GLCheck(glGetObjectParameterivARB(fragmentShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
{
char log[1024];
GLCheck(glGetInfoLogARB(fragmentShader, sizeof(log), 0, log));
Err() << "Failed to compile shader:" << std::endl
<< log << std::endl;
GLCheck(glDeleteObjectARB(vertexShader));
GLCheck(glDeleteObjectARB(fragmentShader));
GLCheck(glDeleteObjectARB(myShaderProgram));
myShaderProgram = 0;
return false;
}
// Attach the shaders to the program
GLCheck(glAttachObjectARB(myShaderProgram, vertexShader));
GLCheck(glAttachObjectARB(myShaderProgram, fragmentShader));
// Create the fragment shader if needed
if (fragmentShaderCode)
{
// Create and compile the shader
GLhandleARB fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
GLCheck(glShaderSourceARB(fragmentShader, 1, &fragmentShaderCode, NULL));
GLCheck(glCompileShaderARB(fragmentShader));
// We can now delete the shaders
GLCheck(glDeleteObjectARB(vertexShader));
GLCheck(glDeleteObjectARB(fragmentShader));
// Check the compile log
GLint success;
GLCheck(glGetObjectParameterivARB(fragmentShader, GL_OBJECT_COMPILE_STATUS_ARB, &success));
if (success == GL_FALSE)
{
char log[1024];
GLCheck(glGetInfoLogARB(fragmentShader, sizeof(log), 0, log));
Err() << "Failed to compile fragment shader:" << std::endl
<< log << std::endl;
GLCheck(glDeleteObjectARB(fragmentShader));
GLCheck(glDeleteObjectARB(myShaderProgram));
myShaderProgram = 0;
return false;
}
// Attach the shader to the program, and delete it (not needed anymore)
GLCheck(glAttachObjectARB(myShaderProgram, fragmentShader));
GLCheck(glDeleteObjectARB(fragmentShader));
}
// Link the program
GLCheck(glLinkProgramARB(myShaderProgram));
// Get link log
// Check the link log
GLint success;
GLCheck(glGetObjectParameterivARB(myShaderProgram, GL_OBJECT_LINK_STATUS_ARB, &success));
if (success == GL_FALSE)
{
// Oops... link errors
char log[1024];
GLCheck(glGetInfoLogARB(myShaderProgram, sizeof(log), 0, log));
Err() << "Failed to link shader:" << std::endl
@ -466,11 +562,4 @@ void Shader::BindTextures() const
GLCheck(glActiveTextureARB(GL_TEXTURE0_ARB));
}
////////////////////////////////////////////////////////////
void Shader::Use() const
{
BindTextures();
}
} // namespace sf