Add GLSL shader support and GLShader class.

Add two preprocessor macros to simplify resolving of OpenGL functions.

svn path=/branches/work/kwin_composite/; revision=630553
This commit is contained in:
Rivo Laks 2007-02-05 18:11:15 +00:00
parent de2c5223ee
commit 66d8c5030b
2 changed files with 342 additions and 3 deletions

View file

@ -10,11 +10,23 @@ License. See the file "COPYING" for the exact licensing terms.
#include "glutils.h"
#include <QHash>
#include <QFile>
#include <dlfcn.h>
#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
// Resolves given function, using getProcAddress
#define GL_RESOLVE( function ) function = (function ## _func)getProcAddress( #function );
// Same as above but tries to use function "backup" if "function" doesn't exist
// Useful when same functionality is also defined in an extension
#define GL_RESOLVE_WITH_EXT( function, backup ) \
function = (function ## _func)getProcAddress( #function ); \
if( !function ) \
function = (function ## _func)getProcAddress( #backup );
namespace KWinInternal
{
@ -59,6 +71,28 @@ glFramebufferTexture3D_func glFramebufferTexture3D;
glFramebufferRenderbuffer_func glFramebufferRenderbuffer;
glGetFramebufferAttachmentParameteriv_func glGetFramebufferAttachmentParameteriv;
glGenerateMipmap_func glGenerateMipmap;
// Shader functions
glCreateShader_func glCreateShader;
glShaderSource_func glShaderSource;
glCompileShader_func glCompileShader;
glDeleteShader_func glDeleteShader;
glCreateProgram_func glCreateProgram;
glAttachShader_func glAttachShader;
glLinkProgram_func glLinkProgram;
glUseProgram_func glUseProgram;
glDeleteProgram_func glDeleteProgram;
glGetShaderInfoLog_func glGetShaderInfoLog;
glGetProgramInfoLog_func glGetProgramInfoLog;
glGetProgramiv_func glGetProgramiv;
glGetShaderiv_func glGetShaderiv;
glUniform1f_func glUniform1f;
glUniform1i_func glUniform1i;
glUniform1fv_func glUniform1fv;
glUniform2fv_func glUniform2fv;
glValidateProgram_func glValidateProgram;
glGetUniformLocation_func glGetUniformLocation;
glVertexAttrib1f_func glVertexAttrib1f;
glGetAttribLocation_func glGetAttribLocation;
// Functions
@ -126,9 +160,7 @@ void initGL()
// handle OpenGL extensions functions
if( hasGLExtension( "GL_ARB_multitexture" ))
{
glActiveTexture = (glActiveTexture_func) getProcAddress( "glActiveTexture" );
if( !glActiveTexture )
glActiveTexture = (glActiveTexture_func) getProcAddress( "glActiveTextureARB" );
GL_RESOLVE_WITH_EXT( glActiveTexture, glActiveTextureARB );
// Get number of texture units
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glTextureUnitsCount);
}
@ -185,6 +217,30 @@ void initGL()
glGetFramebufferAttachmentParameteriv = NULL;
glGenerateMipmap = NULL;
}
if( hasGLExtension( "GL_ARB_shading_language_100" ) && hasGLExtension( "GL_ARB_fragment_shader" ))
{
GL_RESOLVE_WITH_EXT( glCreateShader, glCreateShaderObjectARB );
GL_RESOLVE_WITH_EXT( glShaderSource, glShaderSourceARB );
GL_RESOLVE_WITH_EXT( glCompileShader, glCompileShaderARB );
GL_RESOLVE_WITH_EXT( glDeleteShader, glDeleteObjectARB );
GL_RESOLVE_WITH_EXT( glCreateProgram, glCreateProgramObjectARB );
GL_RESOLVE_WITH_EXT( glAttachShader, glAttachObjectARB );
GL_RESOLVE_WITH_EXT( glLinkProgram, glLinkProgramARB );
GL_RESOLVE_WITH_EXT( glUseProgram, glUseProgramObjectARB );
GL_RESOLVE_WITH_EXT( glDeleteProgram, glDeleteObjectARB );
GL_RESOLVE_WITH_EXT( glGetShaderInfoLog, glGetInfoLogARB );
GL_RESOLVE_WITH_EXT( glGetProgramInfoLog, glGetInfoLogARB );
GL_RESOLVE_WITH_EXT( glGetProgramiv, glGetObjectParameterivARB );
GL_RESOLVE_WITH_EXT( glGetShaderiv, glGetObjectParameterivARB );
GL_RESOLVE_WITH_EXT( glUniform1f, glUniform1fARB );
GL_RESOLVE_WITH_EXT( glUniform1i, glUniform1iARB );
GL_RESOLVE_WITH_EXT( glUniform1fv, glUniform1fvARB );
GL_RESOLVE_WITH_EXT( glUniform2fv, glUniform2fvARB );
GL_RESOLVE_WITH_EXT( glValidateProgram, glValidateProgramARB );
GL_RESOLVE_WITH_EXT( glGetUniformLocation, glGetUniformLocationARB );
GL_RESOLVE_WITH_EXT( glVertexAttrib1f, glVertexAttrib1fARB );
GL_RESOLVE_WITH_EXT( glGetAttribLocation, glGetAttribLocationARB );
}
}
bool hasGLVersion(int major, int minor, int release)
@ -202,4 +258,204 @@ bool hasGLExtension(const QString& extension)
return glExtensions.contains(extension);
}
GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
{
mValid = false;
mVariableLocations = 0;
loadFromFiles(vertexfile, fragmentfile);
}
bool GLShader::loadFromFiles(const QString& vertexfile, const QString& fragmentfile)
{
QFile vf(vertexfile);
if(!vf.open(IO_ReadOnly))
{
kError(1212) << k_funcinfo << "Couldn't open '" << vertexfile << "' for reading!" << endl;
return false;
}
QString vertexsource(vf.readAll());
QFile ff(fragmentfile);
if(!ff.open(IO_ReadOnly))
{
kError(1212) << k_funcinfo << "Couldn't open '" << fragmentfile << "' for reading!" << endl;
return false;
}
QString fragsource(ff.readAll());
return load(vertexsource, fragsource);
}
bool GLShader::load(const QString& vertexsource, const QString& fragmentsource)
{
GLuint vertexshader;
GLuint fragmentshader;
GLsizei logsize, logarraysize;
char* log = 0;
// Create program object
mProgram = glCreateProgram();
if(!vertexsource.isEmpty())
{
// Create shader object
vertexshader = glCreateShader(GL_VERTEX_SHADER);
// Load it
const QByteArray& srcba = vertexsource.toLatin1();
const char* src = srcba.data();
glShaderSource(vertexshader, 1, &src, NULL);
// Compile the shader
glCompileShader(vertexshader);
// Make sure it compiled correctly
int compiled;
glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
// Get info log
glGetShaderiv(vertexshader, GL_INFO_LOG_LENGTH, &logarraysize);
log = new char[logarraysize];
glGetShaderInfoLog(vertexshader, logarraysize, &logsize, log);
if(!compiled)
{
kError(1212) << k_funcinfo << "Couldn't compile vertex shader! Log:" << endl << log << endl;
delete[] log;
return false;
}
else if(logsize > 0)
kDebug(1212) << "Vertex shader compilation log:" << endl << log << endl;
// Attach the shader to the program
glAttachShader(mProgram, vertexshader);
// Delete shader
glDeleteShader(vertexshader);
delete[] log;
}
if(!fragmentsource.isEmpty())
{
fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
// Load it
const QByteArray& srcba = fragmentsource.toLatin1();
const char* src = srcba.data();
glShaderSource(fragmentshader, 1, &src, NULL);
//glShaderSource(fragmentshader, 1, &fragmentsrc.latin1(), NULL);
// Compile the shader
glCompileShader(fragmentshader);
// Make sure it compiled correctly
int compiled;
glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
// Get info log
glGetShaderiv(fragmentshader, GL_INFO_LOG_LENGTH, &logarraysize);
log = new char[logarraysize];
glGetShaderInfoLog(fragmentshader, logarraysize, &logsize, log);
if(!compiled)
{
kError(1212) << k_funcinfo << "Couldn't compile fragment shader! Log:" << endl << log << endl;
delete[] log;
return false;
}
else if(logsize > 0)
kDebug(1212) << "Fragment shader compilation log:" << endl << log << endl;
// Attach the shader to the program
glAttachShader(mProgram, fragmentshader);
// Delete shader
glDeleteShader(fragmentshader);
delete[] log;
}
// Link the program
glLinkProgram(mProgram);
// Make sure it linked correctly
int linked;
glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
// Get info log
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &logarraysize);
log = new char[logarraysize];
glGetProgramInfoLog(mProgram, logarraysize, &logsize, log);
if(!linked)
{
kError(1212) << k_funcinfo << "Couldn't link the program! Log" << endl << log << endl;
delete[] log;
return false;
}
else if(logsize > 0)
kDebug(1212) << "Shader linking log:" << endl << log << endl;
delete[] log;
mVariableLocations = new QHash<QString, int>;
mValid = true;
return true;
}
void GLShader::bind()
{
glUseProgram(mProgram);
}
void GLShader::unbind()
{
glUseProgram(0);
}
int GLShader::uniformLocation(const QString& name)
{
if(!mVariableLocations)
{
return -1;
}
if(!mVariableLocations->contains(name))
{
int location = glGetUniformLocation(mProgram, name.toLatin1().data());
mVariableLocations->insert(name, location);
}
return mVariableLocations->value(name);
}
bool GLShader::setUniform(const QString& name, float value)
{
int location = uniformLocation(name);
if(location >= 0)
{
glUniform1f(location, value);
}
return (location >= 0);
}
bool GLShader::setUniform(const QString& name, int value)
{
int location = uniformLocation(name);
if(location >= 0)
{
glUniform1i(location, value);
}
return (location >= 0);
}
int GLShader::attributeLocation(const QString& name)
{
if(!mVariableLocations)
{
return -1;
}
if(!mVariableLocations->contains(name))
{
int location = glGetAttribLocation(mProgram, name.toLatin1().data());
mVariableLocations->insert(name, location);
}
return mVariableLocations->value(name);
}
bool GLShader::setAttribute(const QString& name, float value)
{
int location = attributeLocation(name);
if(location >= 0)
{
glVertexAttrib1f(location, value);
}
return (location >= 0);
}
} // namespace

View file

@ -21,6 +21,8 @@ License. See the file "COPYING" for the exact licensing terms.
#include <GL/glext.h>
#include <GL/glxext.h>
template< class K, class V > class QHash;
namespace KWinInternal
{
@ -45,6 +47,35 @@ bool hasGLExtension(const QString& extension);
inline bool isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); }
class GLShader
{
public:
GLShader(const QString& vertexfile, const QString& fragmentfile);
bool isValid() const { return mValid; }
void bind();
void unbind();
int uniformLocation(const QString& name);
bool setUniform(const QString& name, float value);
bool setUniform(const QString& name, int value);
int attributeLocation(const QString& name);
bool setAttribute(const QString& name, float value);
protected:
bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
bool load(const QString& vertexsource, const QString& fragmentsource);
private:
unsigned int mProgram;
bool mValid;
QHash< QString, int >* mVariableLocations;
};
// Defines
/*
** GLX_EXT_texture_from_pixmap
@ -73,6 +104,14 @@ inline bool isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); }
#define GLX_FRONT_LEFT_EXT 0x20DE
// Shader stuff
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
// Function pointers
// finding of OpenGL extensions functions
typedef void (*glXFuncPtr)();
@ -134,6 +173,50 @@ extern glFramebufferTexture3D_func glFramebufferTexture3D;
extern glFramebufferRenderbuffer_func glFramebufferRenderbuffer;
extern glGetFramebufferAttachmentParameteriv_func glGetFramebufferAttachmentParameteriv;
extern glGenerateMipmap_func glGenerateMipmap;
// Shader stuff
typedef GLuint (*glCreateShader_func)(GLenum);
typedef GLvoid (*glShaderSource_func)(GLuint, GLsizei, const GLchar**, const GLint*);
typedef GLvoid (*glCompileShader_func)(GLuint);
typedef GLvoid (*glDeleteShader_func)(GLuint);
typedef GLuint (*glCreateProgram_func)();
typedef GLvoid (*glAttachShader_func)(GLuint, GLuint);
typedef GLvoid (*glLinkProgram_func)(GLuint);
typedef GLvoid (*glUseProgram_func)(GLuint);
typedef GLvoid (*glDeleteProgram_func)(GLuint);
typedef GLvoid (*glGetShaderInfoLog_func)(GLuint, GLsizei, GLsizei*, GLchar*);
typedef GLvoid (*glGetProgramInfoLog_func)(GLuint, GLsizei, GLsizei*, GLchar*);
typedef GLvoid (*glGetProgramiv_func)(GLuint, GLenum, GLint*);
typedef GLvoid (*glGetShaderiv_func)(GLuint, GLenum, GLint*);
typedef GLvoid (*glUniform1f_func)(GLint, GLfloat);
typedef GLvoid (*glUniform1i_func)(GLint, GLint);
typedef GLvoid (*glUniform1fv_func)(GLint, GLsizei, const GLfloat*);
typedef GLvoid (*glUniform2fv_func)(GLint, GLsizei, const GLfloat*);
typedef GLvoid (*glUniform3fv_func)(GLint, GLsizei, const GLfloat*);
typedef GLvoid (*glValidateProgram_func)(GLuint);
typedef GLint (*glGetUniformLocation_func)(GLuint, const GLchar*);
typedef GLvoid (*glVertexAttrib1f_func)(GLuint, GLfloat);
typedef GLint (*glGetAttribLocation_func)(GLuint, const GLchar*);
extern glCreateShader_func glCreateShader;
extern glShaderSource_func glShaderSource;
extern glCompileShader_func glCompileShader;
extern glDeleteShader_func glDeleteShader;
extern glCreateProgram_func glCreateProgram;
extern glAttachShader_func glAttachShader;
extern glLinkProgram_func glLinkProgram;
extern glUseProgram_func glUseProgram;
extern glDeleteProgram_func glDeleteProgram;
extern glGetShaderInfoLog_func glGetShaderInfoLog;
extern glGetProgramInfoLog_func glGetProgramInfoLog;
extern glGetProgramiv_func glGetProgramiv;
extern glGetShaderiv_func glGetShaderiv;
extern glUniform1f_func glUniform1f;
extern glUniform1i_func glUniform1i;
extern glUniform1fv_func glUniform1fv;
extern glUniform2fv_func glUniform2fv;
extern glValidateProgram_func glValidateProgram;
extern glGetUniformLocation_func glGetUniformLocation;
extern glVertexAttrib1f_func glVertexAttrib1f;
extern glGetAttribLocation_func glGetAttribLocation;
} // namespace