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
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de2c5223ee
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2 changed files with 342 additions and 3 deletions
262
glutils.cpp
262
glutils.cpp
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@ -10,11 +10,23 @@ License. See the file "COPYING" for the exact licensing terms.
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#include "glutils.h"
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#include <QHash>
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#include <QFile>
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#include <dlfcn.h>
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#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
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// Resolves given function, using getProcAddress
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#define GL_RESOLVE( function ) function = (function ## _func)getProcAddress( #function );
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// Same as above but tries to use function "backup" if "function" doesn't exist
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// Useful when same functionality is also defined in an extension
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#define GL_RESOLVE_WITH_EXT( function, backup ) \
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function = (function ## _func)getProcAddress( #function ); \
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if( !function ) \
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function = (function ## _func)getProcAddress( #backup );
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namespace KWinInternal
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{
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@ -59,6 +71,28 @@ glFramebufferTexture3D_func glFramebufferTexture3D;
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glFramebufferRenderbuffer_func glFramebufferRenderbuffer;
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glGetFramebufferAttachmentParameteriv_func glGetFramebufferAttachmentParameteriv;
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glGenerateMipmap_func glGenerateMipmap;
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// Shader functions
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glCreateShader_func glCreateShader;
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glShaderSource_func glShaderSource;
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glCompileShader_func glCompileShader;
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glDeleteShader_func glDeleteShader;
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glCreateProgram_func glCreateProgram;
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glAttachShader_func glAttachShader;
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glLinkProgram_func glLinkProgram;
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glUseProgram_func glUseProgram;
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glDeleteProgram_func glDeleteProgram;
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glGetShaderInfoLog_func glGetShaderInfoLog;
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glGetProgramInfoLog_func glGetProgramInfoLog;
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glGetProgramiv_func glGetProgramiv;
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glGetShaderiv_func glGetShaderiv;
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glUniform1f_func glUniform1f;
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glUniform1i_func glUniform1i;
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glUniform1fv_func glUniform1fv;
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glUniform2fv_func glUniform2fv;
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glValidateProgram_func glValidateProgram;
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glGetUniformLocation_func glGetUniformLocation;
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glVertexAttrib1f_func glVertexAttrib1f;
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glGetAttribLocation_func glGetAttribLocation;
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// Functions
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@ -126,9 +160,7 @@ void initGL()
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// handle OpenGL extensions functions
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if( hasGLExtension( "GL_ARB_multitexture" ))
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{
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glActiveTexture = (glActiveTexture_func) getProcAddress( "glActiveTexture" );
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if( !glActiveTexture )
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glActiveTexture = (glActiveTexture_func) getProcAddress( "glActiveTextureARB" );
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GL_RESOLVE_WITH_EXT( glActiveTexture, glActiveTextureARB );
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// Get number of texture units
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glTextureUnitsCount);
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}
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@ -185,6 +217,30 @@ void initGL()
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glGetFramebufferAttachmentParameteriv = NULL;
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glGenerateMipmap = NULL;
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}
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if( hasGLExtension( "GL_ARB_shading_language_100" ) && hasGLExtension( "GL_ARB_fragment_shader" ))
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{
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GL_RESOLVE_WITH_EXT( glCreateShader, glCreateShaderObjectARB );
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GL_RESOLVE_WITH_EXT( glShaderSource, glShaderSourceARB );
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GL_RESOLVE_WITH_EXT( glCompileShader, glCompileShaderARB );
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GL_RESOLVE_WITH_EXT( glDeleteShader, glDeleteObjectARB );
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GL_RESOLVE_WITH_EXT( glCreateProgram, glCreateProgramObjectARB );
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GL_RESOLVE_WITH_EXT( glAttachShader, glAttachObjectARB );
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GL_RESOLVE_WITH_EXT( glLinkProgram, glLinkProgramARB );
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GL_RESOLVE_WITH_EXT( glUseProgram, glUseProgramObjectARB );
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GL_RESOLVE_WITH_EXT( glDeleteProgram, glDeleteObjectARB );
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GL_RESOLVE_WITH_EXT( glGetShaderInfoLog, glGetInfoLogARB );
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GL_RESOLVE_WITH_EXT( glGetProgramInfoLog, glGetInfoLogARB );
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GL_RESOLVE_WITH_EXT( glGetProgramiv, glGetObjectParameterivARB );
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GL_RESOLVE_WITH_EXT( glGetShaderiv, glGetObjectParameterivARB );
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GL_RESOLVE_WITH_EXT( glUniform1f, glUniform1fARB );
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GL_RESOLVE_WITH_EXT( glUniform1i, glUniform1iARB );
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GL_RESOLVE_WITH_EXT( glUniform1fv, glUniform1fvARB );
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GL_RESOLVE_WITH_EXT( glUniform2fv, glUniform2fvARB );
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GL_RESOLVE_WITH_EXT( glValidateProgram, glValidateProgramARB );
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GL_RESOLVE_WITH_EXT( glGetUniformLocation, glGetUniformLocationARB );
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GL_RESOLVE_WITH_EXT( glVertexAttrib1f, glVertexAttrib1fARB );
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GL_RESOLVE_WITH_EXT( glGetAttribLocation, glGetAttribLocationARB );
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}
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}
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bool hasGLVersion(int major, int minor, int release)
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@ -202,4 +258,204 @@ bool hasGLExtension(const QString& extension)
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return glExtensions.contains(extension);
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}
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GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
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{
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mValid = false;
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mVariableLocations = 0;
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loadFromFiles(vertexfile, fragmentfile);
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}
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bool GLShader::loadFromFiles(const QString& vertexfile, const QString& fragmentfile)
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{
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QFile vf(vertexfile);
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if(!vf.open(IO_ReadOnly))
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{
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kError(1212) << k_funcinfo << "Couldn't open '" << vertexfile << "' for reading!" << endl;
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return false;
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}
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QString vertexsource(vf.readAll());
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QFile ff(fragmentfile);
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if(!ff.open(IO_ReadOnly))
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{
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kError(1212) << k_funcinfo << "Couldn't open '" << fragmentfile << "' for reading!" << endl;
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return false;
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}
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QString fragsource(ff.readAll());
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return load(vertexsource, fragsource);
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}
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bool GLShader::load(const QString& vertexsource, const QString& fragmentsource)
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{
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GLuint vertexshader;
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GLuint fragmentshader;
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GLsizei logsize, logarraysize;
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char* log = 0;
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// Create program object
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mProgram = glCreateProgram();
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if(!vertexsource.isEmpty())
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{
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// Create shader object
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vertexshader = glCreateShader(GL_VERTEX_SHADER);
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// Load it
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const QByteArray& srcba = vertexsource.toLatin1();
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const char* src = srcba.data();
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glShaderSource(vertexshader, 1, &src, NULL);
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// Compile the shader
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glCompileShader(vertexshader);
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// Make sure it compiled correctly
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int compiled;
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glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
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// Get info log
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glGetShaderiv(vertexshader, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetShaderInfoLog(vertexshader, logarraysize, &logsize, log);
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if(!compiled)
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{
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kError(1212) << k_funcinfo << "Couldn't compile vertex shader! Log:" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Vertex shader compilation log:" << endl << log << endl;
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// Attach the shader to the program
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glAttachShader(mProgram, vertexshader);
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// Delete shader
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glDeleteShader(vertexshader);
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delete[] log;
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}
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if(!fragmentsource.isEmpty())
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{
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fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
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// Load it
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const QByteArray& srcba = fragmentsource.toLatin1();
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const char* src = srcba.data();
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glShaderSource(fragmentshader, 1, &src, NULL);
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//glShaderSource(fragmentshader, 1, &fragmentsrc.latin1(), NULL);
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// Compile the shader
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glCompileShader(fragmentshader);
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// Make sure it compiled correctly
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int compiled;
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glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
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// Get info log
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glGetShaderiv(fragmentshader, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetShaderInfoLog(fragmentshader, logarraysize, &logsize, log);
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if(!compiled)
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{
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kError(1212) << k_funcinfo << "Couldn't compile fragment shader! Log:" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Fragment shader compilation log:" << endl << log << endl;
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// Attach the shader to the program
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glAttachShader(mProgram, fragmentshader);
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// Delete shader
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glDeleteShader(fragmentshader);
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delete[] log;
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}
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// Link the program
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glLinkProgram(mProgram);
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// Make sure it linked correctly
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int linked;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
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// Get info log
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &logarraysize);
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log = new char[logarraysize];
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glGetProgramInfoLog(mProgram, logarraysize, &logsize, log);
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if(!linked)
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{
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kError(1212) << k_funcinfo << "Couldn't link the program! Log" << endl << log << endl;
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delete[] log;
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return false;
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}
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else if(logsize > 0)
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kDebug(1212) << "Shader linking log:" << endl << log << endl;
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delete[] log;
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mVariableLocations = new QHash<QString, int>;
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mValid = true;
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return true;
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}
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void GLShader::bind()
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{
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glUseProgram(mProgram);
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}
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void GLShader::unbind()
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{
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glUseProgram(0);
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}
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int GLShader::uniformLocation(const QString& name)
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{
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if(!mVariableLocations)
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{
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return -1;
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}
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if(!mVariableLocations->contains(name))
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{
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int location = glGetUniformLocation(mProgram, name.toLatin1().data());
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mVariableLocations->insert(name, location);
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}
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return mVariableLocations->value(name);
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}
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bool GLShader::setUniform(const QString& name, float value)
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{
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int location = uniformLocation(name);
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if(location >= 0)
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{
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glUniform1f(location, value);
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}
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return (location >= 0);
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}
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bool GLShader::setUniform(const QString& name, int value)
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{
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int location = uniformLocation(name);
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if(location >= 0)
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{
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glUniform1i(location, value);
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}
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return (location >= 0);
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}
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int GLShader::attributeLocation(const QString& name)
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{
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if(!mVariableLocations)
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{
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return -1;
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}
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if(!mVariableLocations->contains(name))
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{
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int location = glGetAttribLocation(mProgram, name.toLatin1().data());
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mVariableLocations->insert(name, location);
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}
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return mVariableLocations->value(name);
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}
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bool GLShader::setAttribute(const QString& name, float value)
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{
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int location = attributeLocation(name);
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if(location >= 0)
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{
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glVertexAttrib1f(location, value);
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}
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return (location >= 0);
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}
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} // namespace
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83
glutils.h
83
glutils.h
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@ -21,6 +21,8 @@ License. See the file "COPYING" for the exact licensing terms.
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#include <GL/glext.h>
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#include <GL/glxext.h>
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template< class K, class V > class QHash;
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namespace KWinInternal
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{
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@ -45,6 +47,35 @@ bool hasGLExtension(const QString& extension);
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inline bool isPowerOfTwo( int x ) { return (( x & ( x - 1 )) == 0 ); }
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class GLShader
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{
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public:
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GLShader(const QString& vertexfile, const QString& fragmentfile);
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bool isValid() const { return mValid; }
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void bind();
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void unbind();
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int uniformLocation(const QString& name);
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bool setUniform(const QString& name, float value);
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bool setUniform(const QString& name, int value);
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int attributeLocation(const QString& name);
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bool setAttribute(const QString& name, float value);
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protected:
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bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
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bool load(const QString& vertexsource, const QString& fragmentsource);
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private:
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unsigned int mProgram;
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bool mValid;
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QHash< QString, int >* mVariableLocations;
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};
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// Defines
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/*
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** GLX_EXT_texture_from_pixmap
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#define GLX_FRONT_LEFT_EXT 0x20DE
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// Shader stuff
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#define GL_COMPILE_STATUS 0x8B81
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#define GL_LINK_STATUS 0x8B82
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#define GL_INFO_LOG_LENGTH 0x8B84
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#define GL_FRAGMENT_SHADER 0x8B30
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#define GL_VERTEX_SHADER 0x8B31
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// Function pointers
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// finding of OpenGL extensions functions
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typedef void (*glXFuncPtr)();
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extern glFramebufferRenderbuffer_func glFramebufferRenderbuffer;
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extern glGetFramebufferAttachmentParameteriv_func glGetFramebufferAttachmentParameteriv;
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extern glGenerateMipmap_func glGenerateMipmap;
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// Shader stuff
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typedef GLuint (*glCreateShader_func)(GLenum);
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typedef GLvoid (*glShaderSource_func)(GLuint, GLsizei, const GLchar**, const GLint*);
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typedef GLvoid (*glCompileShader_func)(GLuint);
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typedef GLvoid (*glDeleteShader_func)(GLuint);
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typedef GLuint (*glCreateProgram_func)();
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typedef GLvoid (*glAttachShader_func)(GLuint, GLuint);
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typedef GLvoid (*glLinkProgram_func)(GLuint);
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typedef GLvoid (*glUseProgram_func)(GLuint);
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typedef GLvoid (*glDeleteProgram_func)(GLuint);
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typedef GLvoid (*glGetShaderInfoLog_func)(GLuint, GLsizei, GLsizei*, GLchar*);
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typedef GLvoid (*glGetProgramInfoLog_func)(GLuint, GLsizei, GLsizei*, GLchar*);
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typedef GLvoid (*glGetProgramiv_func)(GLuint, GLenum, GLint*);
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typedef GLvoid (*glGetShaderiv_func)(GLuint, GLenum, GLint*);
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typedef GLvoid (*glUniform1f_func)(GLint, GLfloat);
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typedef GLvoid (*glUniform1i_func)(GLint, GLint);
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typedef GLvoid (*glUniform1fv_func)(GLint, GLsizei, const GLfloat*);
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typedef GLvoid (*glUniform2fv_func)(GLint, GLsizei, const GLfloat*);
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typedef GLvoid (*glUniform3fv_func)(GLint, GLsizei, const GLfloat*);
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typedef GLvoid (*glValidateProgram_func)(GLuint);
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typedef GLint (*glGetUniformLocation_func)(GLuint, const GLchar*);
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typedef GLvoid (*glVertexAttrib1f_func)(GLuint, GLfloat);
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typedef GLint (*glGetAttribLocation_func)(GLuint, const GLchar*);
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extern glCreateShader_func glCreateShader;
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extern glShaderSource_func glShaderSource;
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extern glCompileShader_func glCompileShader;
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extern glDeleteShader_func glDeleteShader;
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extern glCreateProgram_func glCreateProgram;
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extern glAttachShader_func glAttachShader;
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extern glLinkProgram_func glLinkProgram;
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extern glUseProgram_func glUseProgram;
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extern glDeleteProgram_func glDeleteProgram;
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extern glGetShaderInfoLog_func glGetShaderInfoLog;
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extern glGetProgramInfoLog_func glGetProgramInfoLog;
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extern glGetProgramiv_func glGetProgramiv;
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extern glGetShaderiv_func glGetShaderiv;
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extern glUniform1f_func glUniform1f;
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extern glUniform1i_func glUniform1i;
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extern glUniform1fv_func glUniform1fv;
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extern glUniform2fv_func glUniform2fv;
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extern glValidateProgram_func glValidateProgram;
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extern glGetUniformLocation_func glGetUniformLocation;
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extern glVertexAttrib1f_func glVertexAttrib1f;
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extern glGetAttribLocation_func glGetAttribLocation;
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} // namespace
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