* Merged in my latest changes into SVN repository.
* Arranged to avoid reading/writing textures at same time. * Removed depth and stencil buffers from FBO's. * Eliminated 1-component FBO that caused grief for FBO completeness test. * Added back missing cubeShaderNoTexture.vert
This commit is contained in:
@@ -1,5 +1,10 @@
|
||||
(Add new stuff at the top!)
|
||||
|
||||
* Merged in my latest changes into SVN repository.
|
||||
* Arranged to avoid reading/writing textures at same time.
|
||||
* Removed depth and stencil buffers from FBO's.
|
||||
* Eliminated 1-component FBO that caused grief for FBO completeness test.
|
||||
* Added back missing cubeShaderNoTexture.vert
|
||||
|
||||
------------------- FIRST ADDITION TO SUBVERSION ---------------------
|
||||
GPUphysics-0.4
|
||||
|
||||
@@ -1,63 +1,63 @@
|
||||
|
||||
I have added some command line options to hopefully
|
||||
help with our debugging problems.
|
||||
|
||||
1) Run without any shaders at all:
|
||||
|
||||
GPU_physics_demo -s
|
||||
|
||||
This should produce a grey screen with a neat grid of randomly
|
||||
coloured cubes that are sitting completely motionless. If this
|
||||
doesn't work then render-to-texture and shaders are not the
|
||||
problem and we have some very basic OpenGL problem to worry
|
||||
about.
|
||||
|
||||
2) Run with just one shader - but no render-to-texture:
|
||||
|
||||
GPU_physics_demo -p
|
||||
|
||||
Just like '-s', this should produce a grey screen with a neat
|
||||
grid of randomly coloured cubes that are sitting completely
|
||||
motionless. This time, the vertex shader is reading the
|
||||
positioning information from a texturemap. If this
|
||||
doesn't work then render-to-texture isn't the problem but
|
||||
something is amiss in shader-land.
|
||||
|
||||
There are several possibilities - the nastiest of which might
|
||||
be that your graphics card/driver doesn't support floating point
|
||||
textures. (This is pretty much 'Game Over' for you because
|
||||
without that, doing physics in the GPU is going to be
|
||||
virtually impossible).
|
||||
|
||||
3) Run without forces being applied:
|
||||
|
||||
GPU_physics -f
|
||||
|
||||
This sets the cubes off moving at constant speed (each cube
|
||||
going at a different speed and spinning).
|
||||
|
||||
Run without collision against the ground:
|
||||
|
||||
GPU_physics -c
|
||||
|
||||
The cubes move under gravity - but don't interact with the
|
||||
notional ground plane so the eventually fall off the bottom
|
||||
of the screen..
|
||||
|
||||
If either (3) or (4) fails but (1) and (2) worked then the
|
||||
problem is probably something to do with render-to-texture.
|
||||
|
||||
This is the most likely scenario.
|
||||
|
||||
4) Run without vertex texturing:
|
||||
|
||||
GPU_physics_demo -v
|
||||
|
||||
On hardware that doesn't support vertex texturing, this flag
|
||||
is turned on by default (and things run about 5x slower!)
|
||||
|
||||
Use this flag to force the software to run without vertex
|
||||
texturing on hardware that does actually support it.
|
||||
|
||||
You can use this flag in conjunction with any of the others.
|
||||
|
||||
|
||||
I have added some command line options to hopefully
|
||||
help with our debugging problems.
|
||||
|
||||
1) Run without any shaders at all:
|
||||
|
||||
GPU_physics_demo -s
|
||||
|
||||
This should produce a grey screen with a neat grid of randomly
|
||||
coloured cubes that are sitting completely motionless. If this
|
||||
doesn't work then render-to-texture and shaders are not the
|
||||
problem and we have some very basic OpenGL problem to worry
|
||||
about.
|
||||
|
||||
2) Run with just one shader - but no render-to-texture:
|
||||
|
||||
GPU_physics_demo -p
|
||||
|
||||
Just like '-s', this should produce a grey screen with a neat
|
||||
grid of randomly coloured cubes that are sitting completely
|
||||
motionless. This time, the vertex shader is reading the
|
||||
positioning information from a texturemap. If this
|
||||
doesn't work then render-to-texture isn't the problem but
|
||||
something is amiss in shader-land.
|
||||
|
||||
There are several possibilities - the nastiest of which might
|
||||
be that your graphics card/driver doesn't support floating point
|
||||
textures. (This is pretty much 'Game Over' for you because
|
||||
without that, doing physics in the GPU is going to be
|
||||
virtually impossible).
|
||||
|
||||
3) Run without forces being applied:
|
||||
|
||||
GPU_physics -f
|
||||
|
||||
This sets the cubes off moving at constant speed (each cube
|
||||
going at a different speed and spinning).
|
||||
|
||||
Run without collision against the ground:
|
||||
|
||||
GPU_physics -c
|
||||
|
||||
The cubes move under gravity - but don't interact with the
|
||||
notional ground plane so the eventually fall off the bottom
|
||||
of the screen..
|
||||
|
||||
If either (3) or (4) fails but (1) and (2) worked then the
|
||||
problem is probably something to do with render-to-texture.
|
||||
|
||||
This is the most likely scenario.
|
||||
|
||||
4) Run without vertex texturing:
|
||||
|
||||
GPU_physics_demo -v
|
||||
|
||||
On hardware that doesn't support vertex texturing, this flag
|
||||
is turned on by default (and things run about 5x slower!)
|
||||
|
||||
Use this flag to force the software to run without vertex
|
||||
texturing on hardware that does actually support it.
|
||||
|
||||
You can use this flag in conjunction with any of the others.
|
||||
|
||||
|
||||
@@ -1,101 +1,113 @@
|
||||
|
||||
/**********************\
|
||||
* *
|
||||
* Determine OS type *
|
||||
* *
|
||||
\**********************/
|
||||
|
||||
#if defined(__CYGWIN__)
|
||||
#define GPUP_WIN32 1
|
||||
#define GPUP_CYGWIN 1 /* Windoze AND Cygwin. */
|
||||
#elif defined(_WIN32) || defined(__WIN32__) || defined(_MSC_VER)
|
||||
#define GPUP_WIN32 1
|
||||
#define GPUP_MSVC 1 /* Windoze AND MSVC. */
|
||||
#elif defined(__BEOS__)
|
||||
#define GPUP_BEOS 1
|
||||
#elif defined( macintosh )
|
||||
#define GPUP_MACINTOSH 1
|
||||
#elif defined(__APPLE__)
|
||||
#define GPUP_MAC_OSX 1
|
||||
#elif defined(__linux__)
|
||||
#define GPUP_LINUX 1
|
||||
#elif defined(__sgi)
|
||||
#define GPUP_IRIX 1
|
||||
#elif defined(_AIX)
|
||||
#define GPUP_AIX 1
|
||||
#elif defined(SOLARIS) || defined(sun)
|
||||
#define GPUP_SOLARIS 1
|
||||
#elif defined(hpux)
|
||||
#define GPUP_HPUX 1
|
||||
#elif (defined(__unix__) || defined(unix)) && !defined(USG)
|
||||
#define GPUP_BSD 1
|
||||
#endif
|
||||
#if defined(BORLANDBUILDER)
|
||||
#define GPUP_BB 1
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
/*
|
||||
Add specialised includes/defines...
|
||||
*/
|
||||
|
||||
#ifdef GPUP_WIN32
|
||||
#include <windows.h>
|
||||
#include <mmsystem.h>
|
||||
#include <regstr.h>
|
||||
#define GPUP_WGL 1
|
||||
#endif
|
||||
|
||||
#ifdef GPUP_CYGWIN
|
||||
#include <unistd.h>
|
||||
#define GPUP_WGL 1
|
||||
#endif
|
||||
|
||||
#ifdef GPUP_BEOS
|
||||
#include <be/kernel/image.h>
|
||||
#define GPUP_GLX 1
|
||||
#endif
|
||||
|
||||
#ifdef GPUP_MACINTOSH
|
||||
#include <CodeFragments.h>
|
||||
#include <unistd.h>
|
||||
#define GPUP_AGL 1
|
||||
#endif
|
||||
|
||||
#ifdef GPUP_MAC_OSX
|
||||
#include <unistd.h>
|
||||
#define GPUP_CGL 1
|
||||
#endif
|
||||
|
||||
#if defined(GPUP_LINUX) || defined(GPUP_BSD) || defined(GPUP_IRIX) || defined(GPUP_SOLARIS) || defined(GPUP_AIX)
|
||||
#include <unistd.h>
|
||||
#include <dlfcn.h>
|
||||
#include <fcntl.h>
|
||||
#define GPUP_GLX 1
|
||||
#endif
|
||||
|
||||
#if defined(GPUP_BSD)
|
||||
#include <sys/param.h>
|
||||
#define GPUP_GLX 1
|
||||
#endif
|
||||
|
||||
#include <assert.h>
|
||||
#include <limits.h>
|
||||
#include <math.h>
|
||||
#include <float.h>
|
||||
#include <errno.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#if defined(GPUP_MAC_OSX) && !defined (VMDMESA)
|
||||
#include <OpenGL/gl.h>
|
||||
#include <OpenGL/glu.h>
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/glut.h>
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
|
||||
/**********************\
|
||||
* *
|
||||
* Determine OS type *
|
||||
* *
|
||||
\**********************/
|
||||
|
||||
#if defined(__CYGWIN__)
|
||||
#define GPUP_WIN32 1
|
||||
#define GPUP_CYGWIN 1 /* Windoze AND Cygwin. */
|
||||
#elif defined(_WIN32) || defined(__WIN32__) || defined(_MSC_VER)
|
||||
#define GPUP_WIN32 1
|
||||
#define GPUP_MSVC 1 /* Windoze AND MSVC. */
|
||||
#elif defined(__BEOS__)
|
||||
#define GPUP_BEOS 1
|
||||
#elif defined( macintosh )
|
||||
#define GPUP_MACINTOSH 1
|
||||
#elif defined(__APPLE__)
|
||||
#define GPUP_MAC_OSX 1
|
||||
#elif defined(__linux__)
|
||||
#define GPUP_LINUX 1
|
||||
#elif defined(__sgi)
|
||||
#define GPUP_IRIX 1
|
||||
#elif defined(_AIX)
|
||||
#define GPUP_AIX 1
|
||||
#elif defined(SOLARIS) || defined(sun)
|
||||
#define GPUP_SOLARIS 1
|
||||
#elif defined(hpux)
|
||||
#define GPUP_HPUX 1
|
||||
#elif (defined(__unix__) || defined(unix)) && !defined(USG)
|
||||
#define GPUP_BSD 1
|
||||
#endif
|
||||
#if defined(BORLANDBUILDER)
|
||||
#define GPUP_BB 1
|
||||
#endif
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
/*
|
||||
Add specialised includes/defines...
|
||||
*/
|
||||
|
||||
#ifdef GPUP_WIN32
|
||||
#include <windows.h>
|
||||
#include <mmsystem.h>
|
||||
#include <regstr.h>
|
||||
#define GPUP_WGL 1
|
||||
#endif
|
||||
|
||||
#ifdef GPUP_CYGWIN
|
||||
#include <unistd.h>
|
||||
#define GPUP_WGL 1
|
||||
#endif
|
||||
|
||||
#ifdef GPUP_BEOS
|
||||
#include <be/kernel/image.h>
|
||||
#define GPUP_GLX 1
|
||||
#endif
|
||||
|
||||
#ifdef GPUP_MACINTOSH
|
||||
#include <CodeFragments.h>
|
||||
#include <unistd.h>
|
||||
#define GPUP_AGL 1
|
||||
#endif
|
||||
|
||||
#ifdef GPUP_MAC_OSX
|
||||
#include <unistd.h>
|
||||
#define GPUP_CGL 1
|
||||
#endif
|
||||
|
||||
#if defined(GPUP_LINUX) || defined(GPUP_BSD) || defined(GPUP_IRIX) || defined(GPUP_SOLARIS) || defined(GPUP_AIX)
|
||||
#include <unistd.h>
|
||||
#include <dlfcn.h>
|
||||
#include <fcntl.h>
|
||||
#define GPUP_GLX 1
|
||||
#endif
|
||||
|
||||
#if defined(GPUP_BSD)
|
||||
#include <sys/param.h>
|
||||
#define GPUP_GLX 1
|
||||
#endif
|
||||
|
||||
#include <assert.h>
|
||||
#include <limits.h>
|
||||
#include <math.h>
|
||||
#include <float.h>
|
||||
#include <errno.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#if defined(GPUP_MAC_OSX) && !defined (VMDMESA)
|
||||
#include <OpenGL/gl.h>
|
||||
#include <OpenGL/glu.h>
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/glut.h>
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
#ifdef DISABLE_GL_ERROR_CHECKS
|
||||
inline void showGLerror ( const char * ) {}
|
||||
#else
|
||||
inline void showGLerror ( const char *msg )
|
||||
{
|
||||
GLenum err ;
|
||||
|
||||
while ( (err = glGetError()) != GL_NO_ERROR )
|
||||
fprintf ( stderr, "%s: OpenGL Error - %s\n", msg, gluErrorString ( err ) ) ;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@@ -73,7 +73,7 @@ static FrameBufferObject *rotation ;
|
||||
static FrameBufferObject *velocity ;
|
||||
static FrameBufferObject *rotvelocity ;
|
||||
static FrameBufferObject *force ;
|
||||
static FrameBufferObject *mass ;
|
||||
static FrameBufferObject *massXX ;
|
||||
static FrameBufferObject *old ;
|
||||
|
||||
#define TEX_SIZE 128
|
||||
@@ -139,7 +139,7 @@ void initMotionTextures ()
|
||||
velocity = NULL ;
|
||||
rotvelocity = NULL ;
|
||||
force = NULL ;
|
||||
mass = NULL ;
|
||||
massXX = NULL ;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -148,13 +148,13 @@ void initMotionTextures ()
|
||||
|
||||
if ( debugOpt == DRAW_WITHOUT_FORCES )
|
||||
{
|
||||
force = NULL ;
|
||||
mass = NULL ;
|
||||
force = NULL ;
|
||||
massXX = NULL ;
|
||||
}
|
||||
else
|
||||
{
|
||||
force = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
|
||||
mass = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 1, FBO_FLOAT ) ;
|
||||
force = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
|
||||
massXX = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -164,14 +164,14 @@ void initMotionTextures ()
|
||||
float *velocityData ;
|
||||
float *rotvelocityData ;
|
||||
float *forceData ;
|
||||
float *massData ;
|
||||
float *massXXData ;
|
||||
|
||||
if ( debugOpt == DRAW_WITHOUT_PHYSICS )
|
||||
{
|
||||
velocityData = NULL ;
|
||||
rotvelocityData = NULL ;
|
||||
forceData = NULL ;
|
||||
massData = NULL ;
|
||||
massXXData = NULL ;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -181,12 +181,12 @@ void initMotionTextures ()
|
||||
if ( debugOpt == DRAW_WITHOUT_FORCES )
|
||||
{
|
||||
forceData = NULL ;
|
||||
massData = NULL ;
|
||||
massXXData= NULL ;
|
||||
}
|
||||
else
|
||||
{
|
||||
forceData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
|
||||
massData = new float [ TEX_SIZE * TEX_SIZE ] ;
|
||||
forceData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
|
||||
massXXData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -229,7 +229,9 @@ void initMotionTextures ()
|
||||
forceData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ;
|
||||
|
||||
/* One kg in weight each */
|
||||
massData [ i*TEX_SIZE + j ] = 1.0f ;
|
||||
massXXData [ (i*TEX_SIZE + j) * 3 + 0 ] = 1.0f ;
|
||||
massXXData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ; /* Unused */
|
||||
massXXData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ; /* Unused */
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -248,7 +250,7 @@ void initMotionTextures ()
|
||||
if ( debugOpt != DRAW_WITHOUT_FORCES )
|
||||
{
|
||||
force -> fillTexture ( forceData ) ;
|
||||
mass -> fillTexture ( massData ) ;
|
||||
massXX -> fillTexture ( massXXData ) ;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -278,13 +280,13 @@ void initPhysicsShaders ()
|
||||
"uniform vec4 g_dt ;"
|
||||
"uniform sampler2D old_velocity ;"
|
||||
"uniform sampler2D force ;"
|
||||
"uniform sampler2D mass ;"
|
||||
"uniform sampler2D massXX ;"
|
||||
"void main() {"
|
||||
" gl_FragColor = vec4 ("
|
||||
" texture2D ( old_velocity, gl_TexCoord[0].st ).xyz +"
|
||||
" g_dt.w * ( g_dt.xyz +"
|
||||
" texture2D ( force , gl_TexCoord[0].st ).xyz /"
|
||||
" texture2D ( mass , gl_TexCoord[0].st ).x),"
|
||||
" texture2D ( massXX , gl_TexCoord[0].st ).x),"
|
||||
" 1.0 ) ; }",
|
||||
"VelocityGenerator Frag Shader" ) ;
|
||||
assert ( velocityGenerator -> compiledOK () ) ;
|
||||
@@ -578,7 +580,7 @@ void display ( void )
|
||||
velocityGenerator -> use () ;
|
||||
velocityGenerator -> applyTexture ( "old_velocity", old , 0 ) ;
|
||||
velocityGenerator -> applyTexture ( "force" , force , 1 ) ;
|
||||
velocityGenerator -> applyTexture ( "mass" , mass , 2 ) ;
|
||||
velocityGenerator -> applyTexture ( "massXX" , massXX , 2 ) ;
|
||||
velocityGenerator -> setUniform4f ( "g_dt", 0.0f, -9.8f, 0.0f, 0.016f ) ;
|
||||
velocity -> paint () ;
|
||||
}
|
||||
|
||||
@@ -1,25 +1,25 @@
|
||||
|
||||
/* GPUphysics -- A library and demo program to assist in running physics
|
||||
simulations on a GPU.
|
||||
|
||||
Copyright (C) 2006 Stephen J. Baker
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
Steve Baker sjbaker1@airmail.net
|
||||
*/
|
||||
|
||||
|
||||
/* GPUphysics -- A library and demo program to assist in running physics
|
||||
simulations on a GPU.
|
||||
|
||||
Copyright (C) 2006 Stephen J. Baker
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
Steve Baker sjbaker1@airmail.net
|
||||
*/
|
||||
|
||||
|
||||
@@ -1,106 +1,106 @@
|
||||
|
||||
Author : Steve Baker (sjbaker1@airmail.net)
|
||||
Build using: 'make'
|
||||
Run using: 'GPU_physics_demo'
|
||||
Requires : A pretty modern graphics card - nVidia 6800 or better.
|
||||
Not tested on ATI hardware.
|
||||
License : zLib - see file: 'LICENSE'
|
||||
|
||||
----------------------------------------------------------
|
||||
Demonstrates 16,384 cubes moving under the influence of
|
||||
gravity and one other force - all with potentially different
|
||||
masses, velocities, applied forces, etc. The CPU is not
|
||||
involved in any of the calculations - or even in applying
|
||||
those calculations to the graphics when rendering the cubes.
|
||||
----------------------------------------------------------
|
||||
C++ Sources:
|
||||
|
||||
shaderSupport.cxx -- A wrapper layer for OpenGL/GLSL shaders.
|
||||
|
||||
fboSupport.cxx -- A wrapper layer for render-to-texture tricks.
|
||||
|
||||
GPU_physics_demo.cxx -- The application code.
|
||||
|
||||
----------------------------------------------------------
|
||||
GLSLShader Sources used in the Demo:
|
||||
|
||||
cubeShader.vert
|
||||
cubeShaderNoVertexTexture.vert
|
||||
cubeShader.frag
|
||||
|
||||
----------------------------------------------------------
|
||||
The objective of this library is to provide a basis for the
|
||||
the Bullet physics engine to:
|
||||
|
||||
* Compile shader source code into a 'class GLSL_ShaderPair' object.
|
||||
* Allocate an NxM texture that you can render into. (class FrameBufferObject)
|
||||
* Populate a specified texture with floating point data.
|
||||
* Run a specified shader on a specified set of textures - leaving the
|
||||
results in another specified texture.
|
||||
* Demonstrate that this texture can be applied directly into the
|
||||
graphics code without any CPU intervention whatever.
|
||||
|
||||
-------------------------------------------------------------
|
||||
Step 1: In initialisation code:
|
||||
|
||||
* Declare some number of FrameBufferObjects. These are texture
|
||||
maps that you can render to that represent the 'variables'
|
||||
in the massively parallel calculations:
|
||||
|
||||
eg:
|
||||
|
||||
position = new FrameBufferObject ( 512, 512, 4, FBO_FLOAT ) ;
|
||||
|
||||
* Declare some number of GLSL_ShaderPair objects:
|
||||
|
||||
/* GLSL code read from disk */
|
||||
|
||||
teapotShaders = new GLSL_ShaderPair (
|
||||
"TeapotShader", "shader.vert", "shader.frag" ) ;
|
||||
|
||||
/* ...or...Inline GLSL code */
|
||||
|
||||
textureShaders = new GLSL_ShaderPair (
|
||||
"TextureShader",
|
||||
"void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }",
|
||||
"Render2Texture Vert Shader",
|
||||
"void main() { gl_FragColor = vec4 ( 1, 1, 0, 1 ) ; }",
|
||||
"Render2Texture Frag Shader" ) )
|
||||
|
||||
* Check that they compiled OK:
|
||||
|
||||
assert ( textureShaders -> compiledOK () ) ;
|
||||
assert ( teapotShaders -> compiledOK () ) ;
|
||||
|
||||
Step 2: In the main loop:
|
||||
|
||||
* Select one shader pair to use to do the calculations:
|
||||
|
||||
teapotShaders -> use () ;
|
||||
|
||||
* Set any 'uniform' parameters that the shader might need to be
|
||||
the same for all of the objects being calculated:
|
||||
|
||||
teapotShaders -> setUniform3f ( "gravity", 0, -9.8f,0 ) ;
|
||||
teapotShaders -> setUniform1f ( "delta_T", 0.016f ) ;
|
||||
|
||||
* Assign slot numbers to any FBO/Textures that the shader uses as inputs
|
||||
and bind them to uniforms in the shader code:
|
||||
|
||||
/* Texture 'slots' 0 up to about 15 */
|
||||
teapotShaders -> applyTexture ( "velocity" , velocityFBO, 0 ) ;
|
||||
teapotShaders -> applyTexture ( "accelleration", accnFBO, 1 ) ;
|
||||
|
||||
* Choose a target FBO/Texture as the place to store the results and
|
||||
render a polygon of suitable size to perform the calculations:
|
||||
|
||||
position -> paint () ;
|
||||
|
||||
* Restore the frame buffer to normal so we can go back to using the GPU
|
||||
to do graphics:
|
||||
|
||||
restoreFrameBuffer () ;
|
||||
|
||||
Step 3: Draw stuff!
|
||||
|
||||
|
||||
|
||||
Author : Steve Baker (sjbaker1@airmail.net)
|
||||
Build using: 'make'
|
||||
Run using: 'GPU_physics_demo'
|
||||
Requires : A pretty modern graphics card - nVidia 6800 or better.
|
||||
Not tested on ATI hardware.
|
||||
License : zLib - see file: 'LICENSE'
|
||||
|
||||
----------------------------------------------------------
|
||||
Demonstrates 16,384 cubes moving under the influence of
|
||||
gravity and one other force - all with potentially different
|
||||
masses, velocities, applied forces, etc. The CPU is not
|
||||
involved in any of the calculations - or even in applying
|
||||
those calculations to the graphics when rendering the cubes.
|
||||
----------------------------------------------------------
|
||||
C++ Sources:
|
||||
|
||||
shaderSupport.cxx -- A wrapper layer for OpenGL/GLSL shaders.
|
||||
|
||||
fboSupport.cxx -- A wrapper layer for render-to-texture tricks.
|
||||
|
||||
GPU_physics_demo.cxx -- The application code.
|
||||
|
||||
----------------------------------------------------------
|
||||
GLSLShader Sources used in the Demo:
|
||||
|
||||
cubeShader.vert
|
||||
cubeShaderNoVertexTexture.vert
|
||||
cubeShader.frag
|
||||
|
||||
----------------------------------------------------------
|
||||
The objective of this library is to provide a basis for the
|
||||
the Bullet physics engine to:
|
||||
|
||||
* Compile shader source code into a 'class GLSL_ShaderPair' object.
|
||||
* Allocate an NxM texture that you can render into. (class FrameBufferObject)
|
||||
* Populate a specified texture with floating point data.
|
||||
* Run a specified shader on a specified set of textures - leaving the
|
||||
results in another specified texture.
|
||||
* Demonstrate that this texture can be applied directly into the
|
||||
graphics code without any CPU intervention whatever.
|
||||
|
||||
-------------------------------------------------------------
|
||||
Step 1: In initialisation code:
|
||||
|
||||
* Declare some number of FrameBufferObjects. These are texture
|
||||
maps that you can render to that represent the 'variables'
|
||||
in the massively parallel calculations:
|
||||
|
||||
eg:
|
||||
|
||||
position = new FrameBufferObject ( 512, 512, 4, FBO_FLOAT ) ;
|
||||
|
||||
* Declare some number of GLSL_ShaderPair objects:
|
||||
|
||||
/* GLSL code read from disk */
|
||||
|
||||
teapotShaders = new GLSL_ShaderPair (
|
||||
"TeapotShader", "shader.vert", "shader.frag" ) ;
|
||||
|
||||
/* ...or...Inline GLSL code */
|
||||
|
||||
textureShaders = new GLSL_ShaderPair (
|
||||
"TextureShader",
|
||||
"void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }",
|
||||
"Render2Texture Vert Shader",
|
||||
"void main() { gl_FragColor = vec4 ( 1, 1, 0, 1 ) ; }",
|
||||
"Render2Texture Frag Shader" ) )
|
||||
|
||||
* Check that they compiled OK:
|
||||
|
||||
assert ( textureShaders -> compiledOK () ) ;
|
||||
assert ( teapotShaders -> compiledOK () ) ;
|
||||
|
||||
Step 2: In the main loop:
|
||||
|
||||
* Select one shader pair to use to do the calculations:
|
||||
|
||||
teapotShaders -> use () ;
|
||||
|
||||
* Set any 'uniform' parameters that the shader might need to be
|
||||
the same for all of the objects being calculated:
|
||||
|
||||
teapotShaders -> setUniform3f ( "gravity", 0, -9.8f,0 ) ;
|
||||
teapotShaders -> setUniform1f ( "delta_T", 0.016f ) ;
|
||||
|
||||
* Assign slot numbers to any FBO/Textures that the shader uses as inputs
|
||||
and bind them to uniforms in the shader code:
|
||||
|
||||
/* Texture 'slots' 0 up to about 15 */
|
||||
teapotShaders -> applyTexture ( "velocity" , velocityFBO, 0 ) ;
|
||||
teapotShaders -> applyTexture ( "accelleration", accnFBO, 1 ) ;
|
||||
|
||||
* Choose a target FBO/Texture as the place to store the results and
|
||||
render a polygon of suitable size to perform the calculations:
|
||||
|
||||
position -> paint () ;
|
||||
|
||||
* Restore the frame buffer to normal so we can go back to using the GPU
|
||||
to do graphics:
|
||||
|
||||
restoreFrameBuffer () ;
|
||||
|
||||
Step 3: Draw stuff!
|
||||
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = gl_Color ;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = gl_Color ;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,42 +1,42 @@
|
||||
|
||||
/* Use this for rendering the little cubes. */
|
||||
|
||||
/* Translation & rotation passed in texture maps */
|
||||
|
||||
uniform sampler2D position ;
|
||||
uniform sampler2D rotation ;
|
||||
|
||||
/* gl_Color is just the vertex colour */
|
||||
/* gl_MultiTexCoord0 selects where within the texture we
|
||||
find this cubes location */
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = vec4 ( texture2D ( position, gl_MultiTexCoord0.st ).xyz, 1.0 ) ;
|
||||
vec3 rot = texture2D ( rotation, gl_MultiTexCoord0.st ).xyz ;
|
||||
|
||||
/* Build a rotation matrix */
|
||||
|
||||
float sh = sin ( rot.x ) ; float ch = cos ( rot.x ) ;
|
||||
float sp = sin ( rot.y ) ; float cp = cos ( rot.y ) ;
|
||||
float sr = sin ( rot.z ) ; float cr = cos ( rot.z ) ;
|
||||
|
||||
mat4 mat = mat4 ( ch * cr - sh * sr * sp,
|
||||
-sh * cp,
|
||||
sr * ch + sh * cr * sp,
|
||||
0,
|
||||
cr * sh + sr * sp * ch,
|
||||
ch * cp,
|
||||
sr * sh - cr * sp * ch,
|
||||
0,
|
||||
-sr * cp,
|
||||
sp,
|
||||
cr * cp,
|
||||
0,
|
||||
0.0, 0.0, 0.0, 1.0 ) ;
|
||||
|
||||
gl_FrontColor = gl_Color ;
|
||||
pos.xyz += (mat * gl_Vertex).xyz ;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * pos ;
|
||||
}
|
||||
|
||||
|
||||
/* Use this for rendering the little cubes. */
|
||||
|
||||
/* Translation & rotation passed in texture maps */
|
||||
|
||||
uniform sampler2D position ;
|
||||
uniform sampler2D rotation ;
|
||||
|
||||
/* gl_Color is just the vertex colour */
|
||||
/* gl_MultiTexCoord0 selects where within the texture we
|
||||
find this cubes location */
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = vec4 ( texture2D ( position, gl_MultiTexCoord0.st ).xyz, 1.0 ) ;
|
||||
vec3 rot = texture2D ( rotation, gl_MultiTexCoord0.st ).xyz ;
|
||||
|
||||
/* Build a rotation matrix */
|
||||
|
||||
float sh = sin ( rot.x ) ; float ch = cos ( rot.x ) ;
|
||||
float sp = sin ( rot.y ) ; float cp = cos ( rot.y ) ;
|
||||
float sr = sin ( rot.z ) ; float cr = cos ( rot.z ) ;
|
||||
|
||||
mat4 mat = mat4 ( ch * cr - sh * sr * sp,
|
||||
-sh * cp,
|
||||
sr * ch + sh * cr * sp,
|
||||
0,
|
||||
cr * sh + sr * sp * ch,
|
||||
ch * cp,
|
||||
sr * sh - cr * sp * ch,
|
||||
0,
|
||||
-sr * cp,
|
||||
sp,
|
||||
cr * cp,
|
||||
0,
|
||||
0.0, 0.0, 0.0, 1.0 ) ;
|
||||
|
||||
gl_FrontColor = gl_Color ;
|
||||
pos.xyz += (mat * gl_Vertex).xyz ;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * pos ;
|
||||
}
|
||||
|
||||
|
||||
12
Extras/GPUphysics/cubeShaderNoTexture.vert
Normal file
12
Extras/GPUphysics/cubeShaderNoTexture.vert
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
/*
|
||||
Use this for rendering the little cubes when
|
||||
there is no vertex shader texture support.
|
||||
*/
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FrontColor = gl_Color ;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex ;
|
||||
}
|
||||
|
||||
@@ -46,8 +46,34 @@ static void checkFrameBufferStatus ()
|
||||
fprintf ( stderr, "ERROR: Unsupported FBO setup.\n" ) ;
|
||||
exit ( 1 ) ;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT :
|
||||
fprintf ( stderr, "WARNING: Incomplete FBO setup.\n" ) ;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT :
|
||||
fprintf ( stderr, "WARNING: Incomplete FBO attachment.\n" ) ;
|
||||
break ;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT :
|
||||
fprintf ( stderr, "WARNING: Incomplete FBO - missing attachment.\n" ) ;
|
||||
break ;
|
||||
|
||||
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
|
||||
fprintf ( stderr, "WARNING: Incomplete FBO - duplicate attachment.\n" ) ;
|
||||
break ;
|
||||
#endif
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT :
|
||||
fprintf ( stderr, "WARNING: Incomplete FBO - improper dimensions.\n" ) ;
|
||||
break ;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT :
|
||||
fprintf ( stderr, "WARNING: Incomplete FBO - improper formats.\n" ) ;
|
||||
break ;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT :
|
||||
fprintf ( stderr, "WARNING: Incomplete FBO draw buffer.\n" ) ;
|
||||
break ;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT :
|
||||
fprintf ( stderr, "WARNING: Incomplete FBO read buffer.\n" ) ;
|
||||
break ;
|
||||
|
||||
default :
|
||||
@@ -145,38 +171,61 @@ FrameBufferObject::FrameBufferObject ( int _width ,
|
||||
}
|
||||
|
||||
glGenTextures ( 1, & textureHandle ) ;
|
||||
|
||||
glBindTexture ( GL_TEXTURE_2D, textureHandle ) ;
|
||||
glTexParameterf ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ) ;
|
||||
glTexParameterf ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ) ;
|
||||
|
||||
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ) ;
|
||||
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ) ;
|
||||
fillTexture ( (void *) NULL ) ;
|
||||
|
||||
glGenFramebuffersEXT ( 1, & fboHandle ) ;
|
||||
glGenRenderbuffersEXT ( 1, & depth_rb ) ;
|
||||
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT, fboHandle ) ;
|
||||
|
||||
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
||||
GL_TEXTURE_2D, textureHandle, 0 ) ;
|
||||
|
||||
// initialize depth renderbuffer
|
||||
#ifdef NEED_DEPTH_BUFFER
|
||||
static GLuint depth_rb = 0 ;
|
||||
|
||||
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT, depth_rb ) ;
|
||||
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24,
|
||||
width, height ) ;
|
||||
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, depth_rb ) ;
|
||||
if ( depth_rb == 0 )
|
||||
{
|
||||
glGenRenderbuffersEXT ( 1, & depth_rb ) ;
|
||||
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT, depth_rb ) ;
|
||||
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24,
|
||||
width, height ) ;
|
||||
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, depth_rb ) ;
|
||||
}
|
||||
else
|
||||
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, depth_rb ) ;
|
||||
#else
|
||||
glDisable ( GL_DEPTH_TEST ) ;
|
||||
glDepthMask ( 0 ) ;
|
||||
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_DEPTH_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, 0 ) ;
|
||||
#endif
|
||||
|
||||
#ifdef NEED_STENCIL_BUFFER
|
||||
static GLuint stencil_rb ;
|
||||
glGenRenderbuffersEXT ( 1, & stencil_rb ) ;
|
||||
// initialize stencil renderbuffer
|
||||
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT, stencil_rb ) ;
|
||||
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX, width, height ) ;
|
||||
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, stencil_rb ) ;
|
||||
static GLuint stencil_rb = 0 ;
|
||||
|
||||
if ( stencil_rb == 0 )
|
||||
{
|
||||
glGenRenderbuffersEXT ( 1, & stencil_rb ) ;
|
||||
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT, stencil_rb ) ;
|
||||
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
|
||||
width, height ) ;
|
||||
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_STENCIL_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, stencil_rb ) ;
|
||||
}
|
||||
else
|
||||
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_STENCIL_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, stencil_rb ) ;
|
||||
#else
|
||||
glDisable ( GL_STENCIL_TEST ) ;
|
||||
glStencilMask ( 0 ) ;
|
||||
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_STENCIL_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, 0 ) ;
|
||||
#endif
|
||||
|
||||
// Check framebuffer completeness at the end of initialization.
|
||||
@@ -278,6 +327,7 @@ void FrameBufferObject::paint ()
|
||||
glDisable ( GL_CULL_FACE ) ;
|
||||
glDisable ( GL_BLEND ) ;
|
||||
|
||||
|
||||
float s_min = 0.5f / (float) width ;
|
||||
float s_max = (((float) width) - 0.5f) / (float) width ;
|
||||
float t_min = 0.5f / (float) height ;
|
||||
|
||||
@@ -3,7 +3,9 @@ GLuint makeTextureTarget ( GLuint textureHandle ) ;
|
||||
void renderTo2DTexture ( GLuint fboHandle ) ;
|
||||
void renderToFrameBuffer () ;
|
||||
|
||||
//#define NEED_STENCIL_BUFFER 1
|
||||
// #define NEED_STENCIL_BUFFER 1
|
||||
// #define NEED_DEPTH_BUFFER 1
|
||||
|
||||
|
||||
enum fboDataType
|
||||
{
|
||||
@@ -44,11 +46,6 @@ class FrameBufferObject
|
||||
|
||||
GLuint textureHandle ;
|
||||
GLuint fboHandle ;
|
||||
GLuint depth_rb ;
|
||||
|
||||
#ifdef NEED_STENCIL_BUFFER
|
||||
GLuint stencil_rb ;
|
||||
#endif
|
||||
|
||||
void fillTexture ( void *data ) ;
|
||||
void fetchTexture ( void *data ) ;
|
||||
@@ -61,6 +58,12 @@ public:
|
||||
|
||||
void makeDestination ()
|
||||
{
|
||||
#ifndef NEED_DEPTH_BUFFER
|
||||
glDepthMask ( 0 ) ;
|
||||
#endif
|
||||
#ifndef NEED_STENCIL_BUFFER
|
||||
glStencilMask ( 0 ) ;
|
||||
#endif
|
||||
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT, fboHandle ) ;
|
||||
}
|
||||
|
||||
@@ -83,5 +86,11 @@ public:
|
||||
inline void restoreFrameBuffer ()
|
||||
{
|
||||
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT, 0 ) ;
|
||||
#ifndef NEED_DEPTH_BUFFER
|
||||
glDepthMask ( 1 ) ;
|
||||
#endif
|
||||
#ifndef NEED_STENCIL_BUFFER
|
||||
glStencilMask ( 1 ) ;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -1,420 +1,411 @@
|
||||
#include "GPU_physics.h"
|
||||
#include "shaderSupport.h"
|
||||
#include "fboSupport.h"
|
||||
|
||||
static void showGLerror ()
|
||||
{
|
||||
GLenum err ;
|
||||
|
||||
while ( (err = glGetError()) != GL_NO_ERROR )
|
||||
fprintf ( stderr, "OpenGL Error: %s\n", gluErrorString ( err ) ) ;
|
||||
}
|
||||
|
||||
|
||||
#define DEFAULT_VERT_SHADER \
|
||||
"void main()" \
|
||||
"{" \
|
||||
" gl_TexCoord[0] = gl_MultiTexCoord0 ;" \
|
||||
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex ;" \
|
||||
"}"
|
||||
|
||||
class FrameBufferObject ;
|
||||
|
||||
|
||||
class GLSL_Shader
|
||||
{
|
||||
GLenum type ;
|
||||
GLhandleARB handle ;
|
||||
char *name ;
|
||||
char *source ;
|
||||
|
||||
public:
|
||||
|
||||
GLSL_Shader ()
|
||||
{
|
||||
type = (GLenum) 0 ;
|
||||
handle = 0 ;
|
||||
name = NULL ;
|
||||
source = NULL ;
|
||||
}
|
||||
|
||||
~GLSL_Shader ()
|
||||
{
|
||||
delete [] name ;
|
||||
delete [] source ;
|
||||
}
|
||||
|
||||
bool compileFile ( const char *fname , GLenum type ) ;
|
||||
bool compileString ( const char *source, GLenum type,
|
||||
const char *name ) ;
|
||||
|
||||
GLenum getType () { return type ; }
|
||||
GLhandleARB getHandle () { return handle ; }
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
static char *readShaderText ( const char *fname )
|
||||
{
|
||||
|
||||
|
||||
|
||||
FILE *fd = fopen ( fname, "r" ) ;
|
||||
|
||||
int size = 0;
|
||||
/* File operations denied? ok, just close and return failure */
|
||||
if (fseek(fd, 0, SEEK_END) || (size = ftell(fd)) == EOF || fseek(fd, 0, SEEK_SET))
|
||||
{
|
||||
printf("Error: cannot get filesize from %s\n", fname);
|
||||
exit (1);
|
||||
}
|
||||
|
||||
char *shader = new char [ size + 1 ] ;
|
||||
|
||||
if ( fd == NULL )
|
||||
{
|
||||
fprintf ( stderr, "Cannot read shader '%s'\n", fname ) ;
|
||||
exit ( 1 ) ;
|
||||
}
|
||||
|
||||
int count = fread ( shader, 1, size, fd ) ;
|
||||
|
||||
shader [ count ] = '\0' ;
|
||||
|
||||
fclose ( fd ) ;
|
||||
|
||||
return shader ;
|
||||
}
|
||||
|
||||
|
||||
/*****************************\
|
||||
* *
|
||||
* Error handling stuff *
|
||||
* *
|
||||
\*****************************/
|
||||
|
||||
|
||||
static void showShaderInfo ( const char *which,
|
||||
GLhandleARB handle, const char *name )
|
||||
{
|
||||
int len = 0 ;
|
||||
|
||||
showGLerror () ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &len ) ;
|
||||
showGLerror () ;
|
||||
|
||||
if ( len > 0 )
|
||||
{
|
||||
int trueLen ;
|
||||
char *s = new char [ len ] ;
|
||||
|
||||
glGetInfoLogARB ( handle, len, (GLint*)&trueLen, s ) ;
|
||||
|
||||
if ( trueLen > 0 && s [ 0 ] != '\0' )
|
||||
fprintf ( stderr, "%s:%s - \n%s\n", which, name, s ) ;
|
||||
|
||||
delete [] s ;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/************************************\
|
||||
* *
|
||||
* Single Shader Stuff *
|
||||
* *
|
||||
\************************************/
|
||||
|
||||
|
||||
|
||||
bool GLSL_Shader::compileFile ( const char *fname, GLenum _type )
|
||||
{
|
||||
return compileString ( readShaderText ( fname ), _type, fname ) ;
|
||||
}
|
||||
|
||||
|
||||
bool GLSL_Shader::compileString ( const char *_source,
|
||||
GLenum _type,
|
||||
const char *_name )
|
||||
{
|
||||
delete [] name ;
|
||||
delete [] source ;
|
||||
|
||||
type = _type ;
|
||||
name = strdup ( _name ) ;
|
||||
source = strdup ( _source ) ;
|
||||
|
||||
GLint stat ;
|
||||
|
||||
handle = glCreateShaderObjectARB ( type ) ;
|
||||
|
||||
glShaderSourceARB ( handle, 1, (const GLcharARB **) & source, NULL);
|
||||
glCompileShaderARB ( handle ) ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_COMPILE_STATUS_ARB, & stat ) ;
|
||||
showShaderInfo ( "Compiling", handle, name ) ;
|
||||
|
||||
if ( ! stat )
|
||||
{
|
||||
fprintf ( stderr, "Failed to compile shader '%s'.\n", name ) ;
|
||||
return false ;
|
||||
}
|
||||
|
||||
return true ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/************************************\
|
||||
* *
|
||||
* Shader Pair Stuff *
|
||||
* *
|
||||
\************************************/
|
||||
|
||||
|
||||
|
||||
GLint GLSL_ShaderPair::getUniformLocation ( const char *uni_name )
|
||||
{
|
||||
assert ( success ) ;
|
||||
|
||||
GLint loc = glGetUniformLocationARB ( handle, uni_name ) ;
|
||||
|
||||
if ( loc == -1 )
|
||||
fprintf ( stderr, "No such uniform as '%s' or"
|
||||
" '%s' is unused in shader pair '%s'.\n", uni_name,
|
||||
uni_name,
|
||||
name ) ;
|
||||
else
|
||||
showGLerror () ;
|
||||
|
||||
return loc ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GLSL_ShaderPair::showActiveUniforms ( FILE *fd )
|
||||
{
|
||||
GLint maxlen = 0 ;
|
||||
GLint maxattrs = 0 ;
|
||||
|
||||
if ( fd == NULL ) fd = stderr ;
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_UNIFORMS_ARB,
|
||||
&maxattrs ) ;
|
||||
|
||||
if ( maxattrs == 0 )
|
||||
{
|
||||
fprintf ( fd, "No Active Uniforms.\n" ) ;
|
||||
return ;
|
||||
}
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,
|
||||
&maxlen ) ;
|
||||
|
||||
char *name = new char [ maxlen+1 ] ;
|
||||
|
||||
fprintf ( fd, "Active Uniforms:\n" ) ;
|
||||
|
||||
for ( int i = 0 ; i < maxattrs ; i++ )
|
||||
{
|
||||
GLsizei len ;
|
||||
GLint size ;
|
||||
GLenum vartype ;
|
||||
char *vartypename ;
|
||||
GLint location ;
|
||||
|
||||
glGetActiveUniformARB ( handle, i,
|
||||
maxlen+1, &len, &size, &vartype, name ) ;
|
||||
|
||||
location = glGetUniformLocationARB ( handle, name ) ;
|
||||
|
||||
switch ( vartype )
|
||||
{
|
||||
case GL_FLOAT : vartypename = "float " ; break ;
|
||||
case GL_FLOAT_VEC2_ARB : vartypename = "vec2 " ; break ;
|
||||
case GL_FLOAT_VEC3_ARB : vartypename = "vec3 " ; break ;
|
||||
case GL_FLOAT_VEC4_ARB : vartypename = "vec4 " ; break ;
|
||||
case GL_INT : vartypename = "int " ; break ;
|
||||
case GL_INT_VEC2_ARB : vartypename = "intvec2 " ; break ;
|
||||
case GL_INT_VEC3_ARB : vartypename = "intvec3 " ; break ;
|
||||
case GL_INT_VEC4_ARB : vartypename = "intvec4 " ; break ;
|
||||
case GL_BOOL : vartypename = "bool " ; break ;
|
||||
case GL_BOOL_VEC2_ARB : vartypename = "boolvec2 " ; break ;
|
||||
case GL_BOOL_VEC3_ARB : vartypename = "boolvec3 " ; break ;
|
||||
case GL_BOOL_VEC4_ARB : vartypename = "boolvec4 " ; break ;
|
||||
case GL_FLOAT_MAT2_ARB : vartypename = "mat2 " ; break ;
|
||||
case GL_FLOAT_MAT3_ARB : vartypename = "mat3 " ; break ;
|
||||
case GL_FLOAT_MAT4_ARB : vartypename = "mat4 " ; break ;
|
||||
case GL_SAMPLER_1D_ARB : vartypename = "sampler1D" ; break ;
|
||||
case GL_SAMPLER_2D_ARB : vartypename = "sampler2D" ; break ;
|
||||
case GL_SAMPLER_3D_ARB : vartypename = "sampler3D" ; break ;
|
||||
default : vartypename = "?????????" ; break ;
|
||||
}
|
||||
|
||||
if ( size == 1 )
|
||||
fprintf ( fd, "%2d) %s %s ; // @%d\n", i,
|
||||
vartypename, name, location ) ;
|
||||
else
|
||||
fprintf ( fd, "%2d) %s %s [ %d ] ; // @%d\n", i,
|
||||
vartypename, name, size, location ) ;
|
||||
}
|
||||
|
||||
fprintf ( fd, "\n" ) ;
|
||||
delete name ;
|
||||
}
|
||||
|
||||
|
||||
void GLSL_ShaderPair::showActiveAttribs ( FILE *fd )
|
||||
{
|
||||
if ( fd == NULL ) fd = stderr ;
|
||||
|
||||
GLint maxlen = 0 ;
|
||||
GLint maxattrs = 0 ;
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_ATTRIBUTES_ARB,
|
||||
&maxattrs ) ;
|
||||
|
||||
if ( maxattrs == 0 )
|
||||
{
|
||||
fprintf ( fd, "No Active Attributes.\n" ) ;
|
||||
return ;
|
||||
}
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB,
|
||||
&maxlen ) ;
|
||||
|
||||
char *name = new char [ maxlen+1 ] ;
|
||||
|
||||
fprintf ( fd, "Active Attributes:\n" ) ;
|
||||
|
||||
for ( int i = 0 ; i < maxattrs ; i++ )
|
||||
{
|
||||
GLsizei len ;
|
||||
GLint size ;
|
||||
GLenum vartype ;
|
||||
char *vartypename ;
|
||||
GLint location ;
|
||||
|
||||
glGetActiveAttribARB ( handle, i, maxlen+1, &len, &size, &vartype, name ) ;
|
||||
|
||||
location = glGetAttribLocationARB ( handle, name ) ;
|
||||
|
||||
switch ( vartype )
|
||||
{
|
||||
case GL_FLOAT : vartypename = "float" ; break ;
|
||||
case GL_FLOAT_VEC2_ARB : vartypename = "vec2 " ; break ;
|
||||
case GL_FLOAT_VEC3_ARB : vartypename = "vec3 " ; break ;
|
||||
case GL_FLOAT_VEC4_ARB : vartypename = "vec4 " ; break ;
|
||||
case GL_FLOAT_MAT2_ARB : vartypename = "mat2 " ; break ;
|
||||
case GL_FLOAT_MAT3_ARB : vartypename = "mat3 " ; break ;
|
||||
case GL_FLOAT_MAT4_ARB : vartypename = "mat4 " ; break ;
|
||||
default : vartypename = "???? " ; break ;
|
||||
}
|
||||
|
||||
if ( size == 1 )
|
||||
fprintf ( fd, "%2d) %s %s ; // @%d\n", i,
|
||||
vartypename, name, location ) ;
|
||||
else
|
||||
fprintf ( fd, "%2d) %s %s [ %d ] ; // @%d\n", i,
|
||||
vartypename, name, size, location ) ;
|
||||
}
|
||||
|
||||
fprintf ( fd, "\n" ) ;
|
||||
delete name ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool GLSL_ShaderPair::link ()
|
||||
{
|
||||
GLint stat ;
|
||||
|
||||
handle = glCreateProgramObjectARB () ;
|
||||
|
||||
glAttachObjectARB ( handle, vertShader -> getHandle () ) ;
|
||||
glAttachObjectARB ( handle, fragShader -> getHandle () ) ;
|
||||
glLinkProgramARB ( handle ) ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_LINK_STATUS_ARB, &stat ) ;
|
||||
showShaderInfo ( "Linking", handle, name ) ;
|
||||
glValidateProgramARB ( handle ) ;
|
||||
showShaderInfo ( "Validate", handle, name ) ;
|
||||
|
||||
if ( ! stat )
|
||||
{
|
||||
fprintf ( stderr, "Failed to link shader.\n" ) ;
|
||||
return false ;
|
||||
}
|
||||
|
||||
return true ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::GLSL_ShaderPair ( const char *_name,
|
||||
const char *vertFname,
|
||||
const char *fragFname )
|
||||
{
|
||||
name = strdup ( _name ) ;
|
||||
handle = 0 ;
|
||||
|
||||
vertShader = new GLSL_Shader () ;
|
||||
fragShader = new GLSL_Shader () ;
|
||||
|
||||
bool res1 = ( vertFname == NULL ) ?
|
||||
vertShader -> compileString ( DEFAULT_VERT_SHADER,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
"Default Vertex Shader" ) :
|
||||
vertShader -> compileFile ( vertFname, GL_VERTEX_SHADER_ARB ) ;
|
||||
|
||||
bool res2 = fragShader -> compileFile ( fragFname, GL_FRAGMENT_SHADER_ARB ) ;
|
||||
|
||||
success = ( res1 && res2 && link () ) ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::GLSL_ShaderPair ( const char *_name,
|
||||
const char *vertSource,
|
||||
const char *vertName,
|
||||
const char *fragSource,
|
||||
const char *fragName )
|
||||
{
|
||||
name = strdup ( _name ) ;
|
||||
handle = 0 ;
|
||||
|
||||
vertShader = new GLSL_Shader () ;
|
||||
fragShader = new GLSL_Shader () ;
|
||||
|
||||
bool res1 = ( vertSource == NULL ) ?
|
||||
vertShader -> compileString ( DEFAULT_VERT_SHADER,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
"Default Vertex Shader" ) :
|
||||
vertShader -> compileString ( vertSource,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
vertName );
|
||||
|
||||
bool res2 = fragShader -> compileString ( fragSource,
|
||||
GL_FRAGMENT_SHADER_ARB,
|
||||
fragName );
|
||||
|
||||
success = ( res1 && res2 && link () ) ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::~GLSL_ShaderPair ()
|
||||
{
|
||||
delete [] name ;
|
||||
delete vertShader ;
|
||||
delete fragShader ;
|
||||
}
|
||||
|
||||
|
||||
void GLSL_ShaderPair::applyTexture ( const char *uniformName,
|
||||
FrameBufferObject *fbo,
|
||||
int slot )
|
||||
{
|
||||
fbo -> use ( slot ) ;
|
||||
glUniform1iARB ( getUniformLocation ( uniformName ), slot ) ;
|
||||
}
|
||||
|
||||
|
||||
#include "GPU_physics.h"
|
||||
#include "shaderSupport.h"
|
||||
#include "fboSupport.h"
|
||||
|
||||
#define DEFAULT_VERT_SHADER \
|
||||
"void main()" \
|
||||
"{" \
|
||||
" gl_TexCoord[0] = gl_MultiTexCoord0 ;" \
|
||||
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex ;" \
|
||||
"}"
|
||||
|
||||
class FrameBufferObject ;
|
||||
|
||||
|
||||
class GLSL_Shader
|
||||
{
|
||||
GLenum type ;
|
||||
GLhandleARB handle ;
|
||||
char *name ;
|
||||
char *source ;
|
||||
|
||||
public:
|
||||
|
||||
GLSL_Shader ()
|
||||
{
|
||||
type = (GLenum) 0 ;
|
||||
handle = 0 ;
|
||||
name = NULL ;
|
||||
source = NULL ;
|
||||
}
|
||||
|
||||
~GLSL_Shader ()
|
||||
{
|
||||
delete [] name ;
|
||||
delete [] source ;
|
||||
}
|
||||
|
||||
bool compileFile ( const char *fname , GLenum type ) ;
|
||||
bool compileString ( const char *source, GLenum type,
|
||||
const char *name ) ;
|
||||
|
||||
GLenum getType () { return type ; }
|
||||
GLhandleARB getHandle () { return handle ; }
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
static char *readShaderText ( const char *fname )
|
||||
{
|
||||
|
||||
|
||||
|
||||
FILE *fd = fopen ( fname, "r" ) ;
|
||||
|
||||
int size = 0;
|
||||
/* File operations denied? ok, just close and return failure */
|
||||
if (fseek(fd, 0, SEEK_END) || (size = ftell(fd)) == EOF || fseek(fd, 0, SEEK_SET))
|
||||
{
|
||||
printf("Error: cannot get filesize from %s\n", fname);
|
||||
exit (1);
|
||||
}
|
||||
|
||||
char *shader = new char [ size + 1 ] ;
|
||||
|
||||
if ( fd == NULL )
|
||||
{
|
||||
fprintf ( stderr, "Cannot read shader '%s'\n", fname ) ;
|
||||
exit ( 1 ) ;
|
||||
}
|
||||
|
||||
int count = fread ( shader, 1, size, fd ) ;
|
||||
|
||||
shader [ count ] = '\0' ;
|
||||
|
||||
fclose ( fd ) ;
|
||||
|
||||
return shader ;
|
||||
}
|
||||
|
||||
|
||||
/*****************************\
|
||||
* *
|
||||
* Error handling stuff *
|
||||
* *
|
||||
\*****************************/
|
||||
|
||||
|
||||
static void showShaderInfo ( const char *which,
|
||||
GLhandleARB handle, const char *name )
|
||||
{
|
||||
int len = 0 ;
|
||||
|
||||
showGLerror ( "showShaderInfo_0" ) ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &len ) ;
|
||||
showGLerror ( "showShaderInfo_1" ) ;
|
||||
|
||||
if ( len > 0 )
|
||||
{
|
||||
int trueLen ;
|
||||
char *s = new char [ len ] ;
|
||||
|
||||
glGetInfoLogARB ( handle, len, (GLint*)&trueLen, s ) ;
|
||||
|
||||
if ( trueLen > 0 && s [ 0 ] != '\0' )
|
||||
fprintf ( stderr, "%s:%s - \n%s\n", which, name, s ) ;
|
||||
|
||||
delete [] s ;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/************************************\
|
||||
* *
|
||||
* Single Shader Stuff *
|
||||
* *
|
||||
\************************************/
|
||||
|
||||
|
||||
|
||||
bool GLSL_Shader::compileFile ( const char *fname, GLenum _type )
|
||||
{
|
||||
return compileString ( readShaderText ( fname ), _type, fname ) ;
|
||||
}
|
||||
|
||||
|
||||
bool GLSL_Shader::compileString ( const char *_source,
|
||||
GLenum _type,
|
||||
const char *_name )
|
||||
{
|
||||
delete [] name ;
|
||||
delete [] source ;
|
||||
|
||||
type = _type ;
|
||||
name = strdup ( _name ) ;
|
||||
source = strdup ( _source ) ;
|
||||
|
||||
GLint stat ;
|
||||
|
||||
handle = glCreateShaderObjectARB ( type ) ;
|
||||
|
||||
glShaderSourceARB ( handle, 1, (const GLcharARB **) & source, NULL);
|
||||
glCompileShaderARB ( handle ) ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_COMPILE_STATUS_ARB, & stat ) ;
|
||||
showShaderInfo ( "Compiling", handle, name ) ;
|
||||
|
||||
if ( ! stat )
|
||||
{
|
||||
fprintf ( stderr, "Failed to compile shader '%s'.\n", name ) ;
|
||||
return false ;
|
||||
}
|
||||
|
||||
return true ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/************************************\
|
||||
* *
|
||||
* Shader Pair Stuff *
|
||||
* *
|
||||
\************************************/
|
||||
|
||||
|
||||
|
||||
GLint GLSL_ShaderPair::getUniformLocation ( const char *uni_name )
|
||||
{
|
||||
assert ( success ) ;
|
||||
|
||||
GLint loc = glGetUniformLocationARB ( handle, uni_name ) ;
|
||||
|
||||
if ( loc == -1 )
|
||||
fprintf ( stderr, "No such uniform as '%s' or"
|
||||
" '%s' is unused in shader pair '%s'.\n", uni_name,
|
||||
uni_name,
|
||||
name ) ;
|
||||
else
|
||||
showGLerror ( "GLSL_ShaderPair::getUniformLocation" ) ;
|
||||
|
||||
return loc ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GLSL_ShaderPair::showActiveUniforms ( FILE *fd )
|
||||
{
|
||||
GLint maxlen = 0 ;
|
||||
GLint maxattrs = 0 ;
|
||||
|
||||
if ( fd == NULL ) fd = stderr ;
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_UNIFORMS_ARB,
|
||||
&maxattrs ) ;
|
||||
|
||||
if ( maxattrs == 0 )
|
||||
{
|
||||
fprintf ( fd, "No Active Uniforms.\n" ) ;
|
||||
return ;
|
||||
}
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,
|
||||
&maxlen ) ;
|
||||
|
||||
char *name = new char [ maxlen+1 ] ;
|
||||
|
||||
fprintf ( fd, "Active Uniforms:\n" ) ;
|
||||
|
||||
for ( int i = 0 ; i < maxattrs ; i++ )
|
||||
{
|
||||
GLsizei len ;
|
||||
GLint size ;
|
||||
GLenum vartype ;
|
||||
char *vartypename ;
|
||||
GLint location ;
|
||||
|
||||
glGetActiveUniformARB ( handle, i,
|
||||
maxlen+1, &len, &size, &vartype, name ) ;
|
||||
|
||||
location = glGetUniformLocationARB ( handle, name ) ;
|
||||
|
||||
switch ( vartype )
|
||||
{
|
||||
case GL_FLOAT : vartypename = "float " ; break ;
|
||||
case GL_FLOAT_VEC2_ARB : vartypename = "vec2 " ; break ;
|
||||
case GL_FLOAT_VEC3_ARB : vartypename = "vec3 " ; break ;
|
||||
case GL_FLOAT_VEC4_ARB : vartypename = "vec4 " ; break ;
|
||||
case GL_INT : vartypename = "int " ; break ;
|
||||
case GL_INT_VEC2_ARB : vartypename = "intvec2 " ; break ;
|
||||
case GL_INT_VEC3_ARB : vartypename = "intvec3 " ; break ;
|
||||
case GL_INT_VEC4_ARB : vartypename = "intvec4 " ; break ;
|
||||
case GL_BOOL : vartypename = "bool " ; break ;
|
||||
case GL_BOOL_VEC2_ARB : vartypename = "boolvec2 " ; break ;
|
||||
case GL_BOOL_VEC3_ARB : vartypename = "boolvec3 " ; break ;
|
||||
case GL_BOOL_VEC4_ARB : vartypename = "boolvec4 " ; break ;
|
||||
case GL_FLOAT_MAT2_ARB : vartypename = "mat2 " ; break ;
|
||||
case GL_FLOAT_MAT3_ARB : vartypename = "mat3 " ; break ;
|
||||
case GL_FLOAT_MAT4_ARB : vartypename = "mat4 " ; break ;
|
||||
case GL_SAMPLER_1D_ARB : vartypename = "sampler1D" ; break ;
|
||||
case GL_SAMPLER_2D_ARB : vartypename = "sampler2D" ; break ;
|
||||
case GL_SAMPLER_3D_ARB : vartypename = "sampler3D" ; break ;
|
||||
default : vartypename = "?????????" ; break ;
|
||||
}
|
||||
|
||||
if ( size == 1 )
|
||||
fprintf ( fd, "%2d) %s %s ; // @%d\n", i,
|
||||
vartypename, name, location ) ;
|
||||
else
|
||||
fprintf ( fd, "%2d) %s %s [ %d ] ; // @%d\n", i,
|
||||
vartypename, name, size, location ) ;
|
||||
}
|
||||
|
||||
fprintf ( fd, "\n" ) ;
|
||||
delete name ;
|
||||
}
|
||||
|
||||
|
||||
void GLSL_ShaderPair::showActiveAttribs ( FILE *fd )
|
||||
{
|
||||
if ( fd == NULL ) fd = stderr ;
|
||||
|
||||
GLint maxlen = 0 ;
|
||||
GLint maxattrs = 0 ;
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_ATTRIBUTES_ARB,
|
||||
&maxattrs ) ;
|
||||
|
||||
if ( maxattrs == 0 )
|
||||
{
|
||||
fprintf ( fd, "No Active Attributes.\n" ) ;
|
||||
return ;
|
||||
}
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB,
|
||||
&maxlen ) ;
|
||||
|
||||
char *name = new char [ maxlen+1 ] ;
|
||||
|
||||
fprintf ( fd, "Active Attributes:\n" ) ;
|
||||
|
||||
for ( int i = 0 ; i < maxattrs ; i++ )
|
||||
{
|
||||
GLsizei len ;
|
||||
GLint size ;
|
||||
GLenum vartype ;
|
||||
char *vartypename ;
|
||||
GLint location ;
|
||||
|
||||
glGetActiveAttribARB ( handle, i, maxlen+1, &len, &size, &vartype, name ) ;
|
||||
|
||||
location = glGetAttribLocationARB ( handle, name ) ;
|
||||
|
||||
switch ( vartype )
|
||||
{
|
||||
case GL_FLOAT : vartypename = "float" ; break ;
|
||||
case GL_FLOAT_VEC2_ARB : vartypename = "vec2 " ; break ;
|
||||
case GL_FLOAT_VEC3_ARB : vartypename = "vec3 " ; break ;
|
||||
case GL_FLOAT_VEC4_ARB : vartypename = "vec4 " ; break ;
|
||||
case GL_FLOAT_MAT2_ARB : vartypename = "mat2 " ; break ;
|
||||
case GL_FLOAT_MAT3_ARB : vartypename = "mat3 " ; break ;
|
||||
case GL_FLOAT_MAT4_ARB : vartypename = "mat4 " ; break ;
|
||||
default : vartypename = "???? " ; break ;
|
||||
}
|
||||
|
||||
if ( size == 1 )
|
||||
fprintf ( fd, "%2d) %s %s ; // @%d\n", i,
|
||||
vartypename, name, location ) ;
|
||||
else
|
||||
fprintf ( fd, "%2d) %s %s [ %d ] ; // @%d\n", i,
|
||||
vartypename, name, size, location ) ;
|
||||
}
|
||||
|
||||
fprintf ( fd, "\n" ) ;
|
||||
delete name ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool GLSL_ShaderPair::link ()
|
||||
{
|
||||
GLint stat ;
|
||||
|
||||
handle = glCreateProgramObjectARB () ;
|
||||
|
||||
glAttachObjectARB ( handle, vertShader -> getHandle () ) ;
|
||||
glAttachObjectARB ( handle, fragShader -> getHandle () ) ;
|
||||
glLinkProgramARB ( handle ) ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_LINK_STATUS_ARB, &stat ) ;
|
||||
showShaderInfo ( "Linking", handle, name ) ;
|
||||
glValidateProgramARB ( handle ) ;
|
||||
showShaderInfo ( "Validate", handle, name ) ;
|
||||
|
||||
if ( ! stat )
|
||||
{
|
||||
fprintf ( stderr, "Failed to link shader.\n" ) ;
|
||||
return false ;
|
||||
}
|
||||
|
||||
return true ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::GLSL_ShaderPair ( const char *_name,
|
||||
const char *vertFname,
|
||||
const char *fragFname )
|
||||
{
|
||||
name = strdup ( _name ) ;
|
||||
handle = 0 ;
|
||||
|
||||
vertShader = new GLSL_Shader () ;
|
||||
fragShader = new GLSL_Shader () ;
|
||||
|
||||
bool res1 = ( vertFname == NULL ) ?
|
||||
vertShader -> compileString ( DEFAULT_VERT_SHADER,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
"Default Vertex Shader" ) :
|
||||
vertShader -> compileFile ( vertFname, GL_VERTEX_SHADER_ARB ) ;
|
||||
|
||||
bool res2 = fragShader -> compileFile ( fragFname, GL_FRAGMENT_SHADER_ARB ) ;
|
||||
|
||||
success = ( res1 && res2 && link () ) ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::GLSL_ShaderPair ( const char *_name,
|
||||
const char *vertSource,
|
||||
const char *vertName,
|
||||
const char *fragSource,
|
||||
const char *fragName )
|
||||
{
|
||||
name = strdup ( _name ) ;
|
||||
handle = 0 ;
|
||||
|
||||
vertShader = new GLSL_Shader () ;
|
||||
fragShader = new GLSL_Shader () ;
|
||||
|
||||
bool res1 = ( vertSource == NULL ) ?
|
||||
vertShader -> compileString ( DEFAULT_VERT_SHADER,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
"Default Vertex Shader" ) :
|
||||
vertShader -> compileString ( vertSource,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
vertName );
|
||||
|
||||
bool res2 = fragShader -> compileString ( fragSource,
|
||||
GL_FRAGMENT_SHADER_ARB,
|
||||
fragName );
|
||||
|
||||
success = ( res1 && res2 && link () ) ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::~GLSL_ShaderPair ()
|
||||
{
|
||||
delete [] name ;
|
||||
delete vertShader ;
|
||||
delete fragShader ;
|
||||
}
|
||||
|
||||
|
||||
void GLSL_ShaderPair::applyTexture ( const char *uniformName,
|
||||
FrameBufferObject *fbo,
|
||||
int slot )
|
||||
{
|
||||
fbo -> use ( slot ) ;
|
||||
glUniform1iARB ( getUniformLocation ( uniformName ), slot ) ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user