OpenCPN Partial API docs
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shaders.h
1/***************************************************************************
2 *
3 * Project: OpenCPN
4 *
5 ***************************************************************************
6 * Copyright (C) 2017 by David S. Register *
7 * *
8 * This program is free software; you can redistribute it and/or modify *
9 * it under the terms of the GNU General Public License as published by *
10 * the Free Software Foundation; either version 2 of the License, or *
11 * (at your option) any later version. *
12 * *
13 * This program is distributed in the hope that it will be useful, *
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
16 * GNU General Public License for more details. *
17 * *
18 * You should have received a copy of the GNU General Public License *
19 * along with this program; if not, write to the *
20 * Free Software Foundation, Inc., *
21 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. *
22 **************************************************************************/
23
24#ifndef __SHADERS_H__
25#define __SHADERS_H__
26
27#include <wx/wxprec.h>
28#ifndef WX_PRECOMP
29#include <wx/wx.h>
30#endif // precompiled headers
31
32#include "dychart.h"
33
34#include <memory>
35#include <vector>
36#include <fstream>
37#include <unordered_map>
38
39class GLShaderProgram;
40
41extern GLShaderProgram *pAALine_shader_program[2];
42extern GLShaderProgram *pcolor_tri_shader_program[2];
43extern GLShaderProgram *ptexture_2D_shader_program[2];
44extern GLShaderProgram *pcircle_filled_shader_program[2];
45extern GLShaderProgram *ptexture_2DA_shader_program[2];
46extern GLShaderProgram *pring_shader_program[2];
47
48extern GLint texture_2DA_shader_program;
49
50extern const GLchar *preamble;
51
58public:
59 GLShaderProgram() : programId_(0), linked_(false) {
60 programId_ = glCreateProgram();
61 }
62 ~GLShaderProgram() { glDeleteProgram(programId_); }
63
64 bool addShaderFromSource(std::string const &shaderSource, GLenum shaderType) {
65 char const *shaderCStr = shaderSource.c_str();
66 GLuint shaderId = glCreateShader(shaderType);
67
68 GLchar const *files[] = {preamble, shaderCStr};
69 GLint lengths[] = {(GLint)strlen(preamble), (GLint)strlen(shaderCStr)};
70
71 glShaderSource(shaderId, 2, files, lengths);
72
73 glCompileShader(shaderId);
74 glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
75 if (!success) {
76 GLint logLength = 0;
77 glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &logLength);
78 if (logLength > 0) {
79 auto log = std::unique_ptr<char[]>(new char[logLength]);
80 glGetShaderInfoLog(shaderId, logLength, &logLength, log.get());
81 printf("ERROR::SHADER::COMPILATION_FAILED\n%s\n", log.get());
82#ifdef USE_ANDROID_GLES2
83 qDebug() << "SHADER COMPILE ERROR " << log.get();
84 qDebug() << shaderCStr;
85#endif
86 }
87 return false;
88 }
89
90 glAttachShader(programId_, shaderId);
91 return true;
92 }
93
94 bool linkProgram() {
95 glLinkProgram(programId_);
96 glGetProgramiv(programId_, GL_LINK_STATUS,
97 &linkSuccess); // requesting the status
98 if (linkSuccess == GL_FALSE) {
99 GLint logLength = 0;
100 glGetShaderiv(programId_, GL_INFO_LOG_LENGTH, &logLength);
101 if (logLength > 0) {
102 auto log = std::unique_ptr<char[]>(new char[logLength]);
103 glGetShaderInfoLog(programId_, logLength, &logLength, log.get());
104 printf("ERROR::SHADER::LINK_FAILED\n%s\n", log.get());
105 }
106 return false;
107 }
108 linked_ = true;
109 return true;
110 }
111
112 void Bind() { glUseProgram(programId_); }
113 void UnBind() {
114 glDisableVertexAttribArray(0);
115 glUseProgram(0);
116 }
117
118 void SetUniform1f(const std::string &name, float value) {
119 GLint loc = getUniformLocation(name);
120 glUniform1f(loc, value);
121 }
122 void SetUniform2fv(const std::string &name, float *value) {
123 GLint loc = getUniformLocation(name);
124 glUniform2fv(loc, 1, value);
125 }
126 void SetUniform4fv(const std::string &name, float *value) {
127 GLint loc = getUniformLocation(name);
128 glUniform4fv(loc, 1, value);
129 }
130 void SetUniform1i(const std::string &name, GLint value) {
131 GLint loc = getUniformLocation(name);
132 glUniform1i(loc, value);
133 }
134 void SetUniformMatrix4fv(const std::string &name, float *value) {
135 GLint matloc = getUniformLocation(name);
136 glUniformMatrix4fv(matloc, 1, GL_FALSE, value);
137 }
138
139 void SetAttributePointerf(const char *name, float *value) {
140 GLint aloc = glGetAttribLocation(programId_, name);
141 glVertexAttribPointer(aloc, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),
142 value);
143 glEnableVertexAttribArray(aloc);
144
145 // Disable VBO's (vertex buffer objects) for attributes.
146 glBindBuffer(GL_ARRAY_BUFFER, 0);
147 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
148 }
149
150 GLuint programId() const { return programId_; }
151 bool isOK() const { return linked_; }
152
153private:
154 std::unordered_map<std::string, GLint> m_uniformLocationCache;
155 GLuint programId_;
156 bool linked_;
157 GLint success;
158 GLint linkSuccess;
159
160 GLint getUniformLocation(const std::string &name) {
161 if (m_uniformLocationCache.find(name) != m_uniformLocationCache.end())
162 return m_uniformLocationCache[name];
163
164 GLint loc = glGetUniformLocation(programId_, name.c_str());
165 m_uniformLocationCache[name] = loc;
166 return loc;
167 }
168};
169
170bool loadShaders(int index = 0);
171void reConfigureShaders(int index = 0);
172void unloadShaders();
173
174GLShaderProgram *GetStaticTriShader();
175#endif
Wrapper class for OpenGL shader programs.
Definition shaders.h:57