1 /* 2 Copyright (c) 2013-2015 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 6 Permission is hereby granted, free of charge, to any person or organization 7 obtaining a copy of the software and accompanying documentation covered by 8 this license (the "Software") to use, reproduce, display, distribute, 9 execute, and transmit the Software, and to prepare derivative works of the 10 Software, and to permit third-parties to whom the Software is furnished to 11 do so, all subject to the following: 12 13 The copyright notices in the Software and this entire statement, including 14 the above license grant, this restriction and the following disclaimer, 15 must be included in all copies of the Software, in whole or in part, and 16 all derivative works of the Software, unless such copies or derivative 17 works are solely in the form of machine-executable object code generated by 18 a source language processor. 19 20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 26 DEALINGS IN THE SOFTWARE. 27 */ 28 29 module dgl.graphics.glslshader; 30 31 import std.stdio; 32 import std.string; 33 import std.conv; 34 import dlib.core.memory; 35 import dlib.container.dict; 36 import dlib.math.vector; 37 import derelict.opengl.gl; 38 import derelict.opengl.glext; 39 import dgl.core.event; 40 import dgl.graphics.shader; 41 42 class GLSLShader: Shader 43 { 44 EventManager eventManager; 45 GLenum shaderVert; 46 GLenum shaderFrag; 47 GLenum shaderProg; 48 bool _supported; 49 50 char*[9] texStrings; 51 52 Dict!(bool, string) paramBool; 53 54 this(EventManager emgr, string vertexProgram, string fragmentProgram) 55 { 56 eventManager = emgr; 57 _supported = supported; 58 59 paramBool = dict!(bool, string); 60 61 if (_supported) 62 { 63 shaderProg = glCreateProgramObjectARB(); 64 shaderVert = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); 65 shaderFrag = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); 66 67 int len; 68 char* srcptr; 69 70 len = cast(int)vertexProgram.length; 71 srcptr = cast(char*)vertexProgram.ptr; 72 glShaderSourceARB(shaderVert, 1, &srcptr, &len); 73 74 len = cast(int)fragmentProgram.length; 75 srcptr = cast(char*)fragmentProgram.ptr; 76 glShaderSourceARB(shaderFrag, 1, &srcptr, &len); 77 78 glCompileShaderARB(shaderVert); 79 glCompileShaderARB(shaderFrag); 80 glAttachObjectARB(shaderProg, shaderVert); 81 glAttachObjectARB(shaderProg, shaderFrag); 82 glLinkProgramARB(shaderProg); 83 84 char[1000] infobuffer = 0; 85 int infobufferlen = 0; 86 87 glGetInfoLogARB(shaderVert, 999, &infobufferlen, infobuffer.ptr); 88 if (infobuffer[0] != 0) 89 writefln("GLSL: error in vertex shader:\n%s\n", infobuffer.ptr.to!string); 90 91 glGetInfoLogARB(shaderFrag, 999, &infobufferlen, infobuffer.ptr); 92 if (infobuffer[0] != 0) 93 writefln("GLSL: error in fragment shader:\n%s\n", infobuffer.ptr.to!string); 94 95 texStrings[0] = cast(char*)toStringz("dgl_Texture0"); 96 texStrings[1] = cast(char*)toStringz("dgl_Texture1"); 97 texStrings[2] = cast(char*)toStringz("dgl_Texture2"); 98 texStrings[3] = cast(char*)toStringz("dgl_Texture3"); 99 texStrings[4] = cast(char*)toStringz("dgl_Texture4"); 100 texStrings[5] = cast(char*)toStringz("dgl_Texture5"); 101 texStrings[6] = cast(char*)toStringz("dgl_Texture6"); 102 texStrings[7] = cast(char*)toStringz("dgl_Texture7"); 103 texStrings[8] = cast(char*)toStringz("dgl_WindowSize"); 104 } 105 } 106 107 bool supported() 108 { 109 return DerelictGL.isExtensionSupported("GL_ARB_shading_language_100"); 110 } 111 112 void setParamBool(string name, bool v) 113 { 114 paramBool[name] = v; 115 } 116 117 void bind(double delta) 118 { 119 if (_supported) 120 { 121 glUseProgramObjectARB(shaderProg); 122 123 glUniform1iARB(glGetUniformLocationARB(shaderProg, texStrings[0]), 0); 124 glUniform1iARB(glGetUniformLocationARB(shaderProg, texStrings[1]), 1); 125 glUniform1iARB(glGetUniformLocationARB(shaderProg, texStrings[2]), 2); 126 glUniform1iARB(glGetUniformLocationARB(shaderProg, texStrings[3]), 3); 127 glUniform1iARB(glGetUniformLocationARB(shaderProg, texStrings[4]), 4); 128 glUniform1iARB(glGetUniformLocationARB(shaderProg, texStrings[5]), 5); 129 glUniform1iARB(glGetUniformLocationARB(shaderProg, texStrings[6]), 6); 130 glUniform1iARB(glGetUniformLocationARB(shaderProg, texStrings[7]), 7); 131 132 glUniform2fARB(glGetUniformLocationARB(shaderProg, texStrings[8]), eventManager.windowWidth, eventManager.windowHeight); 133 134 foreach(k, v; paramBool) 135 glUniform1i(glGetUniformLocation(shaderProg, k.ptr), v); 136 } 137 } 138 139 void unbind() 140 { 141 if (_supported) 142 { 143 glUseProgramObjectARB(0); 144 } 145 } 146 147 ~this() 148 { 149 unbind(); 150 Delete(paramBool); 151 } 152 153 void free() 154 { 155 Delete(this); 156 } 157 }