/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "Shader.h" #include #include #if defined(CORRADE_TARGET_NACL_NEWLIB) || defined(_WIN32) #include #endif /* libgles-omap3-dev_4.03.00.02-r15.6 on BeagleBoard/Ångström linux 2011.3 doesn't have GLchar */ #ifdef MAGNUM_TARGET_GLES typedef char GLchar; #endif namespace Magnum { namespace { std::string shaderName(const Shader::Type type) { switch(type) { case Shader::Type::Vertex: return "vertex"; #ifndef MAGNUM_TARGET_GLES case Shader::Type::Geometry: return "geometry"; case Shader::Type::TessellationControl: return "tessellation control"; case Shader::Type::TessellationEvaluation: return "tessellation evaluation"; case Shader::Type::Compute: return "compute"; #endif case Shader::Type::Fragment: return "fragment"; } CORRADE_ASSERT_UNREACHABLE(); } } Shader::Shader(const Version version, const Type type): _type(type), _id(0) { _id = glCreateShader(static_cast(_type)); switch(version) { #ifndef MAGNUM_TARGET_GLES case Version::GL210: sources.push_back("#version 120\n"); return; case Version::GL300: sources.push_back("#version 130\n"); return; case Version::GL310: sources.push_back("#version 140\n"); return; case Version::GL320: sources.push_back("#version 150\n"); return; case Version::GL330: sources.push_back("#version 330\n"); return; case Version::GL400: sources.push_back("#version 400\n"); return; case Version::GL410: sources.push_back("#version 410\n"); return; case Version::GL420: sources.push_back("#version 420\n"); return; case Version::GL430: sources.push_back("#version 430\n"); return; case Version::GL440: sources.push_back("#version 440\n"); return; #else case Version::GLES200: sources.push_back("#version 100\n"); return; case Version::GLES300: sources.push_back("#version 300\n"); return; #endif case Version::None: CORRADE_ASSERT(false, "Shader::Shader(): unsupported version" << version, ); } CORRADE_ASSERT_UNREACHABLE(); } Shader::Shader(Shader&& other): _type(other._type), _id(other._id), sources(std::move(other.sources)) { other._id = 0; } Shader::~Shader() { if(_id) glDeleteShader(_id); } Shader& Shader::operator=(Shader&& other) { glDeleteShader(_id); _type = other._type; sources = std::move(other.sources); _id = other._id; other._id = 0; return *this; } Shader& Shader::addSource(std::string source) { if(!source.empty()) { #if defined(CORRADE_TARGET_NACL_NEWLIB) || defined(_WIN32) std::ostringstream converter; converter << (sources.size()+1)/2; #endif /* Fix line numbers, so line 41 of third added file is marked as 3(41). Source 0 is the #version string added in constructor. */ sources.push_back("#line 1 " + #if !defined(CORRADE_TARGET_NACL_NEWLIB) && !defined(_WIN32) std::to_string((sources.size()+1)/2) + #else converter.str() + #endif '\n'); sources.push_back(std::move(source)); } return *this; } Shader& Shader::addFile(const std::string& filename) { /* Open file */ std::ifstream file(filename.c_str()); CORRADE_ASSERT(file.good(), "Shader file " << '\'' + filename + '\'' << " cannot be opened.", *this); /* Get size of shader and initialize buffer */ file.seekg(0, std::ios::end); std::string source(file.tellg(), '\0'); /* Read data, close */ file.seekg(0, std::ios::beg); file.read(&source[0], source.size()); file.close(); /* Move to sources */ addSource(std::move(source)); return *this; } bool Shader::compile() { CORRADE_ASSERT(sources.size() > 1, "Shader::compile(): no files added", false); /* Array of sources */ const GLchar** _sources = new const GLchar*[sources.size()]; for(std::size_t i = 0; i != sources.size(); ++i) _sources[i] = static_cast(sources[i].c_str()); /* Create shader and set its source */ glShaderSource(_id, sources.size(), _sources, nullptr); /* Compile shader */ glCompileShader(_id); delete _sources; /* Check compilation status */ GLint success, logLength; glGetShaderiv(_id, GL_COMPILE_STATUS, &success); glGetShaderiv(_id, GL_INFO_LOG_LENGTH, &logLength); /* Error or warning message. The string is returned null-terminated, scrap the \0 at the end afterwards */ std::string message(logLength, '\0'); if(message.size() > 1) glGetShaderInfoLog(_id, message.size(), nullptr, &message[0]); message.resize(std::max(logLength, 1)-1); /* Show error log */ if(!success) { Error out; out.setFlag(Debug::NewLineAtTheEnd, false); out.setFlag(Debug::SpaceAfterEachValue, false); out << "Shader: " << shaderName(_type) << " shader failed to compile with the following message:\n" << message; /* Or just message, if any */ } else if(!message.empty()) { Error out; out.setFlag(Debug::NewLineAtTheEnd, false); out.setFlag(Debug::SpaceAfterEachValue, false); out << "Shader: " << shaderName(_type) << " shader was successfully compiled with the following message:\n" << message; } return success; } }