rays 0.1.28 → 0.1.30
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- checksums.yaml +4 -4
- data/.doc/ext/rays/bitmap.cpp +1 -1
- data/.doc/ext/rays/bounds.cpp +1 -1
- data/.doc/ext/rays/camera.cpp +1 -1
- data/.doc/ext/rays/color.cpp +1 -1
- data/.doc/ext/rays/color_space.cpp +1 -1
- data/.doc/ext/rays/exception.cpp +45 -0
- data/.doc/ext/rays/font.cpp +1 -1
- data/.doc/ext/rays/image.cpp +1 -1
- data/.doc/ext/rays/matrix.cpp +1 -1
- data/.doc/ext/rays/native.cpp +35 -33
- data/.doc/ext/rays/noise.cpp +1 -1
- data/.doc/ext/rays/painter.cpp +1 -1
- data/.doc/ext/rays/point.cpp +1 -1
- data/.doc/ext/rays/polygon.cpp +1 -1
- data/.doc/ext/rays/polygon_line.cpp +1 -1
- data/.doc/ext/rays/polyline.cpp +1 -1
- data/.doc/ext/rays/shader.cpp +101 -7
- data/VERSION +1 -1
- data/ext/rays/bitmap.cpp +1 -1
- data/ext/rays/bounds.cpp +1 -1
- data/ext/rays/camera.cpp +1 -1
- data/ext/rays/color.cpp +1 -1
- data/ext/rays/color_space.cpp +1 -1
- data/ext/rays/defs.h +1 -0
- data/ext/rays/exception.cpp +45 -0
- data/ext/rays/extconf.rb +1 -1
- data/ext/rays/font.cpp +1 -1
- data/ext/rays/image.cpp +1 -1
- data/ext/rays/matrix.cpp +1 -1
- data/ext/rays/native.cpp +35 -33
- data/ext/rays/noise.cpp +1 -1
- data/ext/rays/painter.cpp +1 -1
- data/ext/rays/point.cpp +1 -1
- data/ext/rays/polygon.cpp +1 -1
- data/ext/rays/polygon_line.cpp +1 -1
- data/ext/rays/polyline.cpp +1 -1
- data/ext/rays/shader.cpp +102 -6
- data/include/rays/exception.h +11 -0
- data/include/rays/ruby/bitmap.h +0 -1
- data/include/rays/ruby/bounds.h +0 -2
- data/include/rays/ruby/camera.h +0 -1
- data/include/rays/ruby/color.h +0 -2
- data/include/rays/ruby/color_space.h +0 -1
- data/include/rays/ruby/defs.h +30 -0
- data/include/rays/ruby/exception.h +28 -0
- data/include/rays/ruby/font.h +0 -1
- data/include/rays/ruby/image.h +0 -1
- data/include/rays/ruby/matrix.h +0 -1
- data/include/rays/ruby/painter.h +0 -1
- data/include/rays/ruby/point.h +0 -2
- data/include/rays/ruby/polygon.h +0 -1
- data/include/rays/ruby/polyline.h +0 -1
- data/include/rays/ruby/rays.h +0 -1
- data/include/rays/ruby/shader.h +0 -1
- data/include/rays/ruby.h +2 -0
- data/include/rays/shader.h +48 -1
- data/lib/rays/painter.rb +6 -5
- data/lib/rays/point.rb +1 -0
- data/lib/rays/shader.rb +18 -5
- data/rays.gemspec +3 -3
- data/src/exception.cpp +13 -0
- data/src/image.cpp +6 -4
- data/src/opengl.cpp +20 -7
- data/src/opengl.h +5 -3
- data/src/osx/font.mm +0 -2
- data/src/osx/opengl.mm +17 -2
- data/src/painter.cpp +181 -148
- data/src/shader.cpp +333 -53
- data/src/shader.h +53 -14
- data/src/shader_program.cpp +53 -27
- data/src/shader_program.h +8 -1
- data/src/shader_source.cpp +2 -2
- data/src/texture.cpp +80 -63
- data/test/helper.rb +1 -1
- data/test/test_point.rb +6 -5
- data/test/test_rays.rb +2 -2
- data/test/test_shader.rb +151 -14
- metadata +12 -7
data/src/shader.cpp
CHANGED
@@ -1,6 +1,7 @@
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1
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#include "shader.h"
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3
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+
#include <regex>
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5
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#include "rays/exception.h"
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#include "opengl.h"
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7
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#include "image.h"
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@@ -12,54 +13,21 @@ namespace Rays
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{
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" vec4 pos = vec4(" ATTRIB_POSITION ", 1.0);"
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-
" vec4 texcoord = vec4(" ATTRIB_TEXCOORD ", 1.0);"
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VARYING_POSITION " = pos;"
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VARYING_TEXCOORD " = " UNIFORM_TEXCOORD_MATRIX " * texcoord;"
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-
VARYING_COLOR " = " ATTRIB_COLOR ";"
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" gl_Position = " UNIFORM_POSITION_MATRIX " * pos;"
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"}");
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return SOURCE;
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-
}
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static ShaderSource
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make_fragment_shader_source (const char* source)
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{
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static String SHARED_HEADER =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D " UNIFORM_TEXTURE ";"
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-
"uniform vec2 " UNIFORM_TEXTURE_SIZE ";"
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"uniform vec2 " UNIFORM_TEXCOORD_MIN ";"
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"uniform vec2 " UNIFORM_TEXCOORD_MAX ";"
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"vec2 normalizeTexCoord(vec2 texcoord)"
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"{"
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53
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-
" vec2 min = " UNIFORM_TEXCOORD_MIN ";"
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-
" vec2 len = " UNIFORM_TEXCOORD_MAX " - min;"
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" return (mod(texcoord - min, len) + min) / " UNIFORM_TEXTURE_SIZE ";"
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-
"}"
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-
"vec4 sampleTexture(vec2 texcoord)"
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"{"
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59
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-
" return texture2D(" UNIFORM_TEXTURE ", normalizeTexCoord(texcoord));"
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-
"}\n";
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-
return ShaderSource(GL_FRAGMENT_SHADER, SHARED_HEADER + source);
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-
}
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#define A_POSITION (names.attribute_position_names[0])
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#define A_TEXCOORD (names.attribute_texcoord_names[0])
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#define A_COLOR (names.attribute_color_names[0])
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#define V_POSITION (names.varying_position_name)
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#define V_TEXCOORD (names.varying_texcoord_name)
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#define V_COLOR (names.varying_color_name)
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#define U_POSITION_MATRIX (names.uniform_position_matrix_names[0])
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#define U_TEXCOORD_MATRIX (names.uniform_texcoord_matrix_names[0])
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#define U_TEXCOORD_MIN (names.uniform_texcoord_min_names[0])
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#define U_TEXCOORD_MAX (names.uniform_texcoord_max_names[0])
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#define U_TEXCOORD_OFFSET (names.uniform_texcoord_offset_names[0])
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#define U_TEXTURE (names.uniform_texture_names[0])
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static ShaderEnv DEFAULT_ENV;
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struct Shader::Data
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@@ -67,23 +35,157 @@ namespace Rays
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std::unique_ptr<ShaderProgram> program;
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std::unique_ptr<ShaderEnv> env;
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Data (
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const char* fragment_shader_source,
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const char* vertex_shader_source,
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ShaderEnv* env_)
|
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{
|
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if (!fragment_shader_source) return;
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if (env_)
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this->env.reset(new ShaderEnv(*env_));
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+
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program.reset(new ShaderProgram(
|
51
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make_vertex_shader_source(vertex_shader_source),
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make_fragment_shader_source(fragment_shader_source),
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env_ ? ShaderEnv_get_flags(*env_) : 0));
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}
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ShaderSource make_vertex_shader_source (const char* source)
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{
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58
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if (source)
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return ShaderSource(GL_VERTEX_SHADER, source);
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else
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{
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return ShaderEnv_get_default_vertex_shader_source(
|
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env ? env.get() : &DEFAULT_ENV);
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}
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}
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67
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ShaderSource make_fragment_shader_source (const char* source)
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{
|
69
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#ifdef IOS
|
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static const String SHARED_HEADER = "precision highp float;\n";
|
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static const std::regex PRECISION(R"(^\s*precision\s+\w+p\s+float\s*;)");
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if (!std::regex_search(source, PRECISION))
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return ShaderSource(GL_FRAGMENT_SHADER, SHARED_HEADER + source);
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else
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return ShaderSource(GL_FRAGMENT_SHADER, source);
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#else
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return ShaderSource(GL_FRAGMENT_SHADER, source);
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#endif
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}
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82
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};// Shader::Data
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static Shader
|
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make_default_shader_for_shape ()
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{
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const ShaderBuiltinVariableNames& names =
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ShaderEnv_get_builtin_variable_names(DEFAULT_ENV);
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90
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return Shader(
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91
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"varying vec4 " + V_COLOR + ";\n"
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"void main ()\n"
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"{\n"
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" gl_FragColor = " + V_COLOR + ";\n"
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"}\n");
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}
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static Shader
|
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make_default_shader_for_texture ()
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{
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const ShaderBuiltinVariableNames& names =
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ShaderEnv_get_builtin_variable_names(DEFAULT_ENV);
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return Shader(
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"varying vec4 " + V_TEXCOORD + ";\n"
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"varying vec4 " + V_COLOR + ";\n"
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"uniform vec3 " + U_TEXCOORD_MIN + ";\n"
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"uniform vec3 " + U_TEXCOORD_MAX + ";\n"
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"uniform sampler2D " + U_TEXTURE + ";\n"
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"void main ()\n"
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"{\n"
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" vec2 min__ = " + U_TEXCOORD_MIN + ".xy;\n"
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" vec2 len__ = " + U_TEXCOORD_MAX + ".xy - min__;\n"
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" vec2 texcoord__ = mod(" + V_TEXCOORD + ".xy - min__, len__) + min__;\n"
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" vec4 color__ = texture2D(" + U_TEXTURE + ", texcoord__);\n"
|
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" gl_FragColor = " + V_COLOR + " * color__;\n"
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"}\n");
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}
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static Shader
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make_shader_for_text ()
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{
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const ShaderBuiltinVariableNames& names =
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ShaderEnv_get_builtin_variable_names(DEFAULT_ENV);
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return Shader(
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"varying vec4 " + V_TEXCOORD + ";\n"
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"varying vec4 " + V_COLOR + ";\n"
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"uniform sampler2D " + U_TEXTURE + ";\n"
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"void main ()\n"
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"{\n"
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" vec4 col__ = texture2D(" + U_TEXTURE + ", " + V_TEXCOORD + ".xy);\n"
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#if defined(OSX) || defined(IOS)
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// restore premultiplied rgb values
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" vec3 rgb__ = col__.a != 0.0 ? col__.rgb / col__.a : col__.rgb;\n"
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" gl_FragColor = " + V_COLOR + " * vec4(rgb__, col__.a);\n"
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#else
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" gl_FragColor = " + V_COLOR + " * col__;\n"
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#endif
|
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"}\n");
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}
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const ShaderProgram*
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Shader_get_program (const Shader& shader)
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{
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return shader.self->program ? shader.self->program.get() : NULL;
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}
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146
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147
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const ShaderBuiltinVariableNames&
|
148
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Shader_get_builtin_variable_names (const Shader& shader)
|
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{
|
150
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return ShaderEnv_get_builtin_variable_names(
|
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shader.self->env ? *shader.self->env : DEFAULT_ENV);
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}
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const Shader&
|
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Shader_get_default_shader_for_shape ()
|
156
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{
|
157
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static const Shader SHADER = make_default_shader_for_shape();
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return SHADER;
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159
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}
|
160
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|
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const Shader&
|
162
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Shader_get_default_shader_for_texture ()
|
163
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{
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164
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static const Shader SHADER = make_default_shader_for_texture();
|
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return SHADER;
|
166
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}
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const Shader&
|
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Shader_get_shader_for_text ()
|
170
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{
|
171
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static const Shader SHADER = make_shader_for_text();
|
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return SHADER;
|
173
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}
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174
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80
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-
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175
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Shader::Shader (
|
177
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const char* fragment_shader_source,
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const char* vertex_shader_source)
|
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: self(new Data(fragment_shader_source, vertex_shader_source, NULL))
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81
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{
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82
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-
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181
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}
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-
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-
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-
|
183
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Shader::Shader (
|
184
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const char* fragment_shader_source,
|
185
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+
const char* vertex_shader_source,
|
186
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+
ShaderEnv env)
|
187
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: self(new Data(fragment_shader_source, vertex_shader_source, &env))
|
188
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+
{
|
87
189
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}
|
88
190
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89
191
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Shader::~Shader ()
|
@@ -217,6 +319,22 @@ namespace Rays
|
|
217
319
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self->program->set_uniform(name, Image_get_texture(texture));
|
218
320
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}
|
219
321
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|
322
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+
const char*
|
323
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+
Shader::vertex_shader_source () const
|
324
|
+
{
|
325
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+
return self->program
|
326
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+
? self->program->vertex_shader_source().source()
|
327
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+
: NULL;
|
328
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+
}
|
329
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+
|
330
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const char*
|
331
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Shader::fragment_shader_source () const
|
332
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+
{
|
333
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+
return self->program
|
334
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? self->program->fragment_shader_source().source()
|
335
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: NULL;
|
336
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+
}
|
337
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+
|
220
338
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Shader::operator bool () const
|
221
339
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{
|
222
340
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return self->program && *self->program;
|
@@ -241,4 +359,166 @@ namespace Rays
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241
359
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}
|
242
360
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243
361
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|
362
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+
struct ShaderEnv::Data
|
363
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+
{
|
364
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+
|
365
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+
ShaderBuiltinVariableNames names;
|
366
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+
|
367
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+
uint flags;
|
368
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+
|
369
|
+
ShaderSource default_vertex_shader_source;
|
370
|
+
|
371
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+
Data (const ShaderBuiltinVariableNames& names, uint flags)
|
372
|
+
: names(names), flags(flags)
|
373
|
+
{
|
374
|
+
}
|
375
|
+
|
376
|
+
String make_default_vertex_shader_source_code ()
|
377
|
+
{
|
378
|
+
return
|
379
|
+
"attribute vec3 " + A_POSITION + ";\n"
|
380
|
+
"attribute vec3 " + A_TEXCOORD + ";\n"
|
381
|
+
"attribute vec4 " + A_COLOR + ";\n"
|
382
|
+
"varying vec4 " + V_POSITION + ";\n"
|
383
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+
"varying vec4 " + V_TEXCOORD + ";\n"
|
384
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+
"varying vec4 " + V_COLOR + ";\n"
|
385
|
+
"uniform mat4 " + U_POSITION_MATRIX + ";\n"
|
386
|
+
"uniform mat4 " + U_TEXCOORD_MATRIX + ";\n"
|
387
|
+
"void main ()\n"
|
388
|
+
"{\n"
|
389
|
+
" vec4 pos__ = vec4(" + A_POSITION + ", 1.0);\n"
|
390
|
+
" vec4 texcoord__ = vec4(" + A_TEXCOORD + ", 1.0);\n"
|
391
|
+
" " + V_POSITION + " = pos__;\n"
|
392
|
+
" " + V_TEXCOORD + " = " + U_TEXCOORD_MATRIX + " * texcoord__;\n"
|
393
|
+
" " + V_COLOR + " = " + A_COLOR + ";\n"
|
394
|
+
" gl_Position = " + U_POSITION_MATRIX + " * pos__;\n"
|
395
|
+
"}\n";
|
396
|
+
}
|
397
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+
|
398
|
+
};// ShaderEnv::Data
|
399
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+
|
400
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+
|
401
|
+
const ShaderBuiltinVariableNames&
|
402
|
+
ShaderEnv_get_builtin_variable_names (const ShaderEnv& env)
|
403
|
+
{
|
404
|
+
return env.self->names;
|
405
|
+
}
|
406
|
+
|
407
|
+
uint
|
408
|
+
ShaderEnv_get_flags (const ShaderEnv& env)
|
409
|
+
{
|
410
|
+
return env.self->flags;
|
411
|
+
}
|
412
|
+
|
413
|
+
const ShaderSource&
|
414
|
+
ShaderEnv_get_default_vertex_shader_source (ShaderEnv* env)
|
415
|
+
{
|
416
|
+
if (!env)
|
417
|
+
argument_error(__FILE__, __LINE__);
|
418
|
+
|
419
|
+
ShaderEnv::Data* self = env->self.get();
|
420
|
+
|
421
|
+
if (!self->default_vertex_shader_source)
|
422
|
+
{
|
423
|
+
self->default_vertex_shader_source = ShaderSource(
|
424
|
+
GL_VERTEX_SHADER, self->make_default_vertex_shader_source_code());
|
425
|
+
}
|
426
|
+
return self->default_vertex_shader_source;
|
427
|
+
}
|
428
|
+
|
429
|
+
|
430
|
+
ShaderEnv::ShaderEnv (
|
431
|
+
const NameList& a_position_names,
|
432
|
+
const NameList& a_texcoord_names,
|
433
|
+
const NameList& a_color_names,
|
434
|
+
const char* v_position_name,
|
435
|
+
const char* v_texcoord_name,
|
436
|
+
const char* v_color_name,
|
437
|
+
const NameList& u_position_matrix_names,
|
438
|
+
const NameList& u_texcoord_matrix_names,
|
439
|
+
const NameList& u_texcoord_min_names,
|
440
|
+
const NameList& u_texcoord_max_names,
|
441
|
+
const NameList& u_texcoord_offset_names,
|
442
|
+
const NameList& u_texture_names,
|
443
|
+
uint flags)
|
444
|
+
: self(new Data(
|
445
|
+
ShaderBuiltinVariableNames(
|
446
|
+
a_position_names, a_texcoord_names, a_color_names,
|
447
|
+
v_position_name, v_texcoord_name, v_color_name,
|
448
|
+
u_position_matrix_names, u_texcoord_matrix_names,
|
449
|
+
u_texcoord_min_names, u_texcoord_max_names, u_texcoord_offset_names,
|
450
|
+
u_texture_names),
|
451
|
+
flags))
|
452
|
+
{
|
453
|
+
}
|
454
|
+
|
455
|
+
|
456
|
+
static void
|
457
|
+
validate_name (const String& name, const char* for_variable)
|
458
|
+
{
|
459
|
+
assert(for_variable);
|
460
|
+
|
461
|
+
if (name.empty())
|
462
|
+
{
|
463
|
+
argument_error(
|
464
|
+
__FILE__, __LINE__,
|
465
|
+
"invalid variable name '%s' for '%s'", name.c_str(), for_variable);
|
466
|
+
}
|
467
|
+
}
|
468
|
+
|
469
|
+
static void
|
470
|
+
validate_names (
|
471
|
+
ShaderEnv::NameList* names,
|
472
|
+
const char* for_variable,
|
473
|
+
const char* default_name)
|
474
|
+
{
|
475
|
+
assert(names && for_variable && default_name);
|
476
|
+
|
477
|
+
if (names->empty()) names->emplace_back(default_name);
|
478
|
+
|
479
|
+
for (const auto& name : *names)
|
480
|
+
validate_name(name, for_variable);
|
481
|
+
}
|
482
|
+
|
483
|
+
ShaderBuiltinVariableNames::ShaderBuiltinVariableNames (
|
484
|
+
const ShaderEnv::NameList& a_position,
|
485
|
+
const ShaderEnv::NameList& a_texcoord,
|
486
|
+
const ShaderEnv::NameList& a_color,
|
487
|
+
const char* v_position,
|
488
|
+
const char* v_texcoord,
|
489
|
+
const char* v_color,
|
490
|
+
const ShaderEnv::NameList& u_position_matrix,
|
491
|
+
const ShaderEnv::NameList& u_texcoord_matrix,
|
492
|
+
const ShaderEnv::NameList& u_texcoord_min,
|
493
|
+
const ShaderEnv::NameList& u_texcoord_max,
|
494
|
+
const ShaderEnv::NameList& u_texcoord_offset,
|
495
|
+
const ShaderEnv::NameList& u_texture)
|
496
|
+
: attribute_position_names(a_position),
|
497
|
+
attribute_texcoord_names(a_texcoord),
|
498
|
+
attribute_color_names(a_color),
|
499
|
+
varying_position_name(v_position ? v_position : "v_Position"),
|
500
|
+
varying_texcoord_name(v_texcoord ? v_texcoord : "v_TexCoord"),
|
501
|
+
varying_color_name( v_color ? v_color : "v_Color"),
|
502
|
+
uniform_position_matrix_names(u_position_matrix),
|
503
|
+
uniform_texcoord_matrix_names(u_texcoord_matrix),
|
504
|
+
uniform_texcoord_min_names(u_texcoord_min),
|
505
|
+
uniform_texcoord_max_names(u_texcoord_max),
|
506
|
+
uniform_texcoord_offset_names(u_texcoord_offset),
|
507
|
+
uniform_texture_names(u_texture)
|
508
|
+
{
|
509
|
+
validate_names(&attribute_position_names, "attribute_position", "a_Position");
|
510
|
+
validate_names(&attribute_texcoord_names, "attribute_texcoord", "a_TexCoord");
|
511
|
+
validate_names(&attribute_color_names, "attribute_color", "a_Color");
|
512
|
+
validate_name(varying_position_name, "varying_position");
|
513
|
+
validate_name(varying_texcoord_name, "varying_texcoord");
|
514
|
+
validate_name(varying_color_name, "varying_color");
|
515
|
+
validate_names(&uniform_position_matrix_names, "uniform_position_matrix", "u_PositionMatrix");
|
516
|
+
validate_names(&uniform_texcoord_matrix_names, "uniform_texcoord_matrix", "u_TexCoordMatrix");
|
517
|
+
validate_names(&uniform_texcoord_min_names, "uniform_texcoord_min", "u_TexCoordMin");
|
518
|
+
validate_names(&uniform_texcoord_max_names, "uniform_texcoord_max", "u_TexCoordMax");
|
519
|
+
validate_names(&uniform_texcoord_offset_names, "uniform_texcoord_offset", "u_TexCoordOffset");
|
520
|
+
validate_names(&uniform_texture_names, "uniform_texture", "u_Texture");
|
521
|
+
}
|
522
|
+
|
523
|
+
|
244
524
|
}// Rays
|
data/src/shader.h
CHANGED
@@ -11,26 +11,65 @@ namespace Rays
|
|
11
11
|
{
|
12
12
|
|
13
13
|
|
14
|
-
|
15
|
-
|
16
|
-
#define UNIFORM_POSITION_MATRIX "u_PositionMatrix"
|
17
|
-
#define ATTRIB_TEXCOORD "a_TexCoord"
|
18
|
-
#define VARYING_TEXCOORD "v_TexCoord"
|
19
|
-
#define UNIFORM_TEXCOORD_MIN "u_TexCoordMin"
|
20
|
-
#define UNIFORM_TEXCOORD_MAX "u_TexCoordMax"
|
21
|
-
#define UNIFORM_TEXCOORD_MATRIX "u_TexCoordMatrix"
|
22
|
-
#define ATTRIB_COLOR "a_Color"
|
23
|
-
#define VARYING_COLOR "v_Color"
|
24
|
-
//#define UNIFORM_COLOR_MATRIX "u_ColorMatrix"
|
25
|
-
#define UNIFORM_TEXTURE "u_Texture"
|
26
|
-
#define UNIFORM_TEXTURE_SIZE "u_TextureSize"
|
14
|
+
class ShaderSource;
|
15
|
+
class ShaderProgram;
|
27
16
|
|
28
17
|
|
29
|
-
|
18
|
+
struct ShaderBuiltinVariableNames
|
19
|
+
{
|
20
|
+
|
21
|
+
ShaderEnv::NameList attribute_position_names;
|
22
|
+
ShaderEnv::NameList attribute_texcoord_names;
|
23
|
+
ShaderEnv::NameList attribute_color_names;
|
24
|
+
|
25
|
+
String varying_position_name;
|
26
|
+
String varying_texcoord_name;
|
27
|
+
String varying_color_name;
|
28
|
+
|
29
|
+
ShaderEnv::NameList uniform_position_matrix_names;
|
30
|
+
ShaderEnv::NameList uniform_texcoord_matrix_names;
|
31
|
+
ShaderEnv::NameList uniform_texcoord_min_names;
|
32
|
+
ShaderEnv::NameList uniform_texcoord_max_names;
|
33
|
+
ShaderEnv::NameList uniform_texcoord_offset_names;
|
34
|
+
ShaderEnv::NameList uniform_texture_names;
|
35
|
+
|
36
|
+
ShaderBuiltinVariableNames (
|
37
|
+
const ShaderEnv::NameList& attribute_position_names,
|
38
|
+
const ShaderEnv::NameList& attribute_texcoord_names,
|
39
|
+
const ShaderEnv::NameList& attribute_color_names,
|
40
|
+
const char* varying_position_name,
|
41
|
+
const char* varying_texcoord_name,
|
42
|
+
const char* varying_color_name,
|
43
|
+
const ShaderEnv::NameList& uniform_position_matrix_names,
|
44
|
+
const ShaderEnv::NameList& uniform_texcoord_matrix_names,
|
45
|
+
const ShaderEnv::NameList& uniform_texcoord_min_names,
|
46
|
+
const ShaderEnv::NameList& uniform_texcoord_max_names,
|
47
|
+
const ShaderEnv::NameList& uniform_texcoord_offset_names,
|
48
|
+
const ShaderEnv::NameList& uniform_texture_names);
|
49
|
+
|
50
|
+
};// ShaderBuiltinVariableNames
|
30
51
|
|
31
52
|
|
32
53
|
const ShaderProgram* Shader_get_program (const Shader& shader);
|
33
54
|
|
55
|
+
const ShaderBuiltinVariableNames& Shader_get_builtin_variable_names (
|
56
|
+
const Shader& shader);
|
57
|
+
|
58
|
+
const Shader& Shader_get_default_shader_for_shape ();
|
59
|
+
|
60
|
+
const Shader& Shader_get_default_shader_for_texture ();
|
61
|
+
|
62
|
+
const Shader& Shader_get_shader_for_text ();
|
63
|
+
|
64
|
+
|
65
|
+
const ShaderBuiltinVariableNames& ShaderEnv_get_builtin_variable_names (
|
66
|
+
const ShaderEnv& env);
|
67
|
+
|
68
|
+
uint ShaderEnv_get_flags (const ShaderEnv& env);
|
69
|
+
|
70
|
+
const ShaderSource& ShaderEnv_get_default_vertex_shader_source (
|
71
|
+
ShaderEnv* env);
|
72
|
+
|
34
73
|
|
35
74
|
}// Rays
|
36
75
|
|
data/src/shader_program.cpp
CHANGED
@@ -5,6 +5,7 @@
|
|
5
5
|
#include <vector>
|
6
6
|
#include <memory>
|
7
7
|
#include <algorithm>
|
8
|
+
#include "rays/shader.h"
|
8
9
|
#include "rays/exception.h"
|
9
10
|
#include "shader_source.h"
|
10
11
|
#include "texture.h"
|
@@ -35,7 +36,7 @@ namespace Rays
|
|
35
36
|
|
36
37
|
virtual ~UniformValue () {}
|
37
38
|
|
38
|
-
virtual
|
39
|
+
virtual bool apply (size_t index, GLint location) const = 0;
|
39
40
|
|
40
41
|
};// UniformValue
|
41
42
|
|
@@ -83,10 +84,10 @@ namespace Rays
|
|
83
84
|
array[i] = args[i];
|
84
85
|
}
|
85
86
|
|
86
|
-
|
87
|
+
bool apply (size_t index, GLint location) const
|
87
88
|
{
|
88
89
|
apply_value(location);
|
89
|
-
|
90
|
+
return !OpenGL_has_error();
|
90
91
|
}
|
91
92
|
|
92
93
|
void apply_value (GLint location) const;
|
@@ -149,18 +150,20 @@ namespace Rays
|
|
149
150
|
{
|
150
151
|
}
|
151
152
|
|
152
|
-
|
153
|
+
bool apply (size_t index, GLint location) const
|
153
154
|
{
|
154
|
-
if (!texture)
|
155
|
+
if (!texture)
|
156
|
+
shader_error(__FILE__, __LINE__, "invalid texture");
|
155
157
|
|
156
|
-
GLint
|
157
|
-
GLint
|
158
|
-
|
159
|
-
|
158
|
+
GLint unit = (GLint) (index + 1);// GL_TEXTURE0 is used by apply_builtin_uniforms()
|
159
|
+
GLint max = get_texture_unit_max();
|
160
|
+
if (unit >= max)
|
161
|
+
shader_error(__FILE__, __LINE__, "texture unit must be less than %d", max);
|
160
162
|
|
163
|
+
glActiveTexture(GL_TEXTURE0 + unit);
|
161
164
|
glBindTexture(GL_TEXTURE_2D, texture.id());
|
162
165
|
glUniform1i(location, unit);
|
163
|
-
|
166
|
+
return !OpenGL_has_error();
|
164
167
|
}
|
165
168
|
|
166
169
|
private:
|
@@ -205,15 +208,20 @@ namespace Rays
|
|
205
208
|
self->applied = false;
|
206
209
|
}
|
207
210
|
|
208
|
-
void apply (
|
211
|
+
void apply (
|
212
|
+
size_t index, const ShaderProgram& program,
|
213
|
+
bool ignore_no_uniform_location_error) const
|
209
214
|
{
|
210
215
|
if (!program || self->applied) return;
|
211
216
|
self->applied = true;
|
212
217
|
|
213
|
-
|
214
|
-
|
218
|
+
const char* name = self->name;
|
219
|
+
GLint location = glGetUniformLocation(program.id(), name);
|
220
|
+
if (location < 0 && !ignore_no_uniform_location_error)
|
221
|
+
shader_error(__FILE__, __LINE__, "uniform location '%s' not found", name);
|
215
222
|
|
216
|
-
self->value->apply(location)
|
223
|
+
if (!self->value->apply(index, location))
|
224
|
+
shader_error(__FILE__, __LINE__, "failed to apply uniform variable '%s'", name);
|
217
225
|
}
|
218
226
|
|
219
227
|
bool operator == (const Uniform& rhs) const
|
@@ -235,7 +243,9 @@ namespace Rays
|
|
235
243
|
struct ShaderProgram::Data
|
236
244
|
{
|
237
245
|
|
238
|
-
GLuint id
|
246
|
+
GLuint id = 0;
|
247
|
+
|
248
|
+
uint flags = 0;
|
239
249
|
|
240
250
|
ShaderSource vertex, fragment;
|
241
251
|
|
@@ -266,7 +276,7 @@ namespace Rays
|
|
266
276
|
void set_uniform_texture (const char* name, const UniformValue* value)
|
267
277
|
{
|
268
278
|
if (uniform_textures.size() >= (size_t) get_texture_unit_max())
|
269
|
-
|
279
|
+
shader_error(__FILE__, __LINE__, "too many texture units.");
|
270
280
|
|
271
281
|
set_uniform(&uniform_textures, name, value);
|
272
282
|
}
|
@@ -311,7 +321,14 @@ namespace Rays
|
|
311
321
|
GLint status = GL_FALSE;
|
312
322
|
glGetProgramiv(id, GL_LINK_STATUS, &status);
|
313
323
|
if (status == GL_FALSE)
|
314
|
-
|
324
|
+
shader_error(__FILE__, __LINE__, get_link_log().c_str());
|
325
|
+
|
326
|
+
glValidateProgram(id);
|
327
|
+
|
328
|
+
GLint validate = GL_FALSE;
|
329
|
+
glGetProgramiv(id, GL_VALIDATE_STATUS, &validate);
|
330
|
+
if (validate == GL_FALSE)
|
331
|
+
OpenGL_check_error(__FILE__, __LINE__, "shader program validation failed");
|
315
332
|
}
|
316
333
|
|
317
334
|
void attach_shader (const ShaderSource& source) const
|
@@ -343,17 +360,13 @@ namespace Rays
|
|
343
360
|
if (applied) return;
|
344
361
|
applied = true;
|
345
362
|
|
346
|
-
|
347
|
-
value.apply(program);
|
363
|
+
bool ignore_no_loc = flags & ShaderEnv::IGNORE_NO_UNIFORM_LOCATION_ERROR;
|
348
364
|
|
349
|
-
|
350
|
-
|
351
|
-
{
|
352
|
-
glActiveTexture(unit++);
|
353
|
-
texture.apply(program);
|
354
|
-
}
|
365
|
+
for (size_t i = 0; i < uniform_values.size(); ++i)
|
366
|
+
uniform_values[i].apply(i, program, ignore_no_loc);
|
355
367
|
|
356
|
-
|
368
|
+
for (size_t i = 0; i < uniform_textures.size(); ++i)
|
369
|
+
uniform_textures[i].apply(i, program, ignore_no_loc);
|
357
370
|
}
|
358
371
|
|
359
372
|
};// ShaderProgram::Data
|
@@ -383,10 +396,11 @@ namespace Rays
|
|
383
396
|
|
384
397
|
|
385
398
|
ShaderProgram::ShaderProgram (
|
386
|
-
const ShaderSource& vertex, const ShaderSource& fragment)
|
399
|
+
const ShaderSource& vertex, const ShaderSource& fragment, uint flags)
|
387
400
|
{
|
388
401
|
self->vertex = vertex;
|
389
402
|
self->fragment = fragment;
|
403
|
+
self->flags = flags;
|
390
404
|
}
|
391
405
|
|
392
406
|
ShaderProgram::~ShaderProgram ()
|
@@ -500,6 +514,18 @@ namespace Rays
|
|
500
514
|
self->set_uniform_texture(name, new UniformTexture(texture));
|
501
515
|
}
|
502
516
|
|
517
|
+
const ShaderSource&
|
518
|
+
ShaderProgram::vertex_shader_source () const
|
519
|
+
{
|
520
|
+
return self->vertex;
|
521
|
+
}
|
522
|
+
|
523
|
+
const ShaderSource&
|
524
|
+
ShaderProgram::fragment_shader_source () const
|
525
|
+
{
|
526
|
+
return self->fragment;
|
527
|
+
}
|
528
|
+
|
503
529
|
GLuint
|
504
530
|
ShaderProgram::id () const
|
505
531
|
{
|
data/src/shader_program.h
CHANGED
@@ -25,7 +25,10 @@ namespace Rays
|
|
25
25
|
|
26
26
|
public:
|
27
27
|
|
28
|
-
ShaderProgram (
|
28
|
+
ShaderProgram (
|
29
|
+
const ShaderSource& vertex,
|
30
|
+
const ShaderSource& fragment,
|
31
|
+
uint flags);
|
29
32
|
|
30
33
|
~ShaderProgram ();
|
31
34
|
|
@@ -59,6 +62,10 @@ namespace Rays
|
|
59
62
|
|
60
63
|
GLuint id () const;
|
61
64
|
|
65
|
+
const ShaderSource& vertex_shader_source () const;
|
66
|
+
|
67
|
+
const ShaderSource& fragment_shader_source () const;
|
68
|
+
|
62
69
|
operator bool () const;
|
63
70
|
|
64
71
|
bool operator ! () const;
|