kwin/glutils.cpp
Rivo Laks 1cdcd8956f Move OpenGL defines, function prototypes and function resolving to a separate file.
Update copyright years.

svn path=/branches/work/kwin_composite/; revision=630583
2007-02-05 19:57:05 +00:00

276 lines
8 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "glutils.h"
#include <QHash>
#include <QFile>
#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
namespace KWinInternal
{
// Variables
// GL version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int glVersion;
// GLX version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int glXVersion;
// List of all supported GL and GLX extensions
static QStringList glExtensions;
int glTextureUnitsCount;
// Functions
void initGLX()
{
// Get GLX version
int major, minor;
glXQueryVersion( display(), &major, &minor );
glXVersion = MAKE_GL_VERSION( major, minor, 0 );
// Get list of supported GLX extensions. Simply add it to the list of OpenGL extensions.
glExtensions += QString((const char*)glXQueryExtensionsString(
display(), DefaultScreen( display()))).split(" ");
glxResolveFunctions();
}
void initGL()
{
// Get OpenGL version
QString glversionstring = QString((const char*)glGetString(GL_VERSION));
QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(),
glversioninfo.count() > 2 ? glversioninfo[2].toInt() : 0);
// Get list of supported OpenGL extensions
glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(" ");
// handle OpenGL extensions functions
glResolveFunctions();
}
bool hasGLVersion(int major, int minor, int release)
{
return glVersion >= MAKE_GL_VERSION(major, minor, release);
}
bool hasGLXVersion(int major, int minor, int release)
{
return glXVersion >= MAKE_GL_VERSION(major, minor, release);
}
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