/******************************************************************** ** Image Component Library (ICL) ** ** ** ** Copyright (C) 2006-2012 CITEC, University of Bielefeld ** ** Neuroinformatics Group ** ** Website: www.iclcv.org and ** ** http://opensource.cit-ec.de/projects/icl ** ** ** ** File : ICLQt/src/GLFragmentShader.cpp ** ** Module : ICLGeom ** ** Authors: Christof Elbrechter ** ** ** ** ** ** Commercial License ** ** ICL can be used commercially, please refer to our website ** ** www.iclcv.org for more details. ** ** ** ** GNU General Public License Usage ** ** Alternatively, this file may be used under the terms of the ** ** GNU General Public License version 3.0 as published by the ** ** Free Software Foundation and appearing in the file LICENSE.GPL ** ** included in the packaging of this file. Please review the ** ** following information to ensure the GNU General Public License ** ** version 3.0 requirements will be met: ** ** http://www.gnu.org/copyleft/gpl.html. ** ** ** ** The development of this software was supported by the ** ** Excellence Cluster EXC 277 Cognitive Interaction Technology. ** ** The Excellence Cluster EXC 277 is a grant of the Deutsche ** ** Forschungsgemeinschaft (DFG) in the context of the German ** ** Excellence Initiative. ** ** ** *********************************************************************/ #include #ifdef ICL_SYSTEM_APPLE #include #include #include #else #include #include #include #endif #include #include #include namespace icl{ static std::string shader_info(GLuint obj){ int infologLength = 0; int charsWritten = 0; glGetShaderiv(obj, GL_INFO_LOG_LENGTH,&infologLength); if (infologLength > 1){ std::string info(infologLength,'\0'); glGetShaderInfoLog(obj, infologLength, &charsWritten, (GLchar*)info.c_str()); return info; }else{ return ""; } } static std::string program_info(GLuint obj){ int infologLength = 0; int charsWritten = 0; glGetProgramiv(obj, GL_INFO_LOG_LENGTH,&infologLength); if (infologLength > 1){ std::string info(infologLength,'\0'); glGetProgramInfoLog(obj, infologLength, &charsWritten, (GLchar*)info.c_str()); return info; }else{ return ""; } } struct GLFragmentShader::Data{ std::string programString; #ifdef USE_ONE_INSTANCE GLuint shader; GLuint program; bool enabled; bool created; #else struct GLData{ GLuint shader; GLuint program; bool enabled; }; std::map lut; #endif }; void GLFragmentShader::create(){ #ifdef USE_ONE_INSTANCE if(m_data->created) return; m_data->shader = glCreateShader(GL_FRAGMENT_SHADER); const char *p = m_data->programString.c_str(); int len = m_data->programString.size(); glShaderSource(m_data->shader,1,&p,&len); glCompileShader(m_data->shader); std::string info = shader_info(m_data->shader); if(info.length()){ throw ICLException("unable to compile shader:[ \n" + info + "\n]"); } m_data->program = glCreateProgram(); glAttachShader(m_data->program,m_data->shader); glLinkProgram(m_data->program); info = program_info(m_data->program); if(info.length()){ throw ICLException("unable to link shader program:[ \n" + info + "\n]"); } m_data->created = true; #else GLContext ctx = GLContext::currentContext(); if(ctx.isNull() || m_data->lut.find(ctx) != m_data->lut.end()) return; Data::GLData & d = m_data->lut[ctx]; d.shader = glCreateShader(GL_FRAGMENT_SHADER); const char *p = m_data->programString.c_str(); int len = m_data->programString.size(); glShaderSource(d.shader,1,&p,&len); glCompileShader(d.shader); std::string info = shader_info(d.shader); if(info.length()){ throw ICLException("unable to compile shader:[ \n" + info + "\n]"); } d.program = glCreateProgram(); glAttachShader(d.program,d.shader); glLinkProgram(d.program); info = program_info(d.program); if(info.length()){ throw ICLException("unable to link shader program:[ \n" + info + "\n]"); } #endif } GLFragmentShader::GLFragmentShader(const std::string &program, bool createOnFirstActivate) throw (ICLException): m_data(new Data){ m_data->programString = program; #ifdef USE_ONE_INSTANCE m_data->enabled = false; m_data->created = false; #endif static bool first = true; if(first){ first = false; glewInit(); } if(!createOnFirstActivate){ create(); } } GLFragmentShader::~GLFragmentShader(){ #ifdef USE_ONE_INSTANCE glDetachShader(m_data->program,m_data->shader); glDeleteShader(m_data->shader); glDeleteProgram(m_data->program); delete m_data; #else for(std::map::iterator it = m_data->lut.begin(); it != m_data->lut.end(); ++it){ it->first.makeCurrent(); Data::GLData &d = it->second; glDetachShader(d.program,d.shader); glDeleteShader(d.shader); glDeleteProgram(d.program); } delete m_data; #endif } void GLFragmentShader::activate(){ #ifdef USE_ONE_INSTANCE create(); m_data->enabled = true; glUseProgram(m_data->program); #else create(); GLContext ctx = GLContext::currentContext(); if(ctx.isNull()){ throw ICLException("tried to activate shader program where no GL-Context was active"); } Data::GLData &d = m_data->lut[ctx]; d.enabled = true; glUseProgram(d.program); #endif } void GLFragmentShader::deactivate(){ #ifdef USE_ONE_INSTANCE if(m_data->enabled){ m_data->enabled = false; glUseProgram(0); } #else GLContext ctx = GLContext::currentContext(); if(ctx.isNull()){ throw ICLException("tried to deactivate shader program where no GL-Context was active"); } std::map::iterator it = m_data->lut.find(ctx); if(it != m_data->lut.end()){ it->second.enabled = false; glUseProgram(0); } #endif } GLFragmentShader *GLFragmentShader::copy() const{ return new GLFragmentShader(m_data->programString,true); } }