template<UnsignedInt dimensions> Flat<dimensions>::Flat(const Flags flags): transformationProjectionMatrixUniform(0), colorUniform(1), _flags(flags) { #ifdef MAGNUM_BUILD_STATIC /* Import resources on static build, if not already */ if(!Utility::Resource::hasGroup("MagnumShaders")) importShaderResources(); #endif Utility::Resource rs("MagnumShaders"); #ifndef MAGNUM_TARGET_GLES const Version version = Context::current().supportedVersion({Version::GL320, Version::GL310, Version::GL300, Version::GL210}); #else const Version version = Context::current().supportedVersion({Version::GLES300, Version::GLES200}); #endif Shader vert = Implementation::createCompatibilityShader(rs, version, Shader::Type::Vertex); Shader frag = Implementation::createCompatibilityShader(rs, version, Shader::Type::Fragment); vert.addSource(flags & Flag::Textured ? "#define TEXTURED\n" : "") .addSource(rs.get("generic.glsl")) .addSource(rs.get(vertexShaderName<dimensions>())); frag.addSource(flags & Flag::Textured ? "#define TEXTURED\n" : "") .addSource(rs.get("Flat.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag})); attachShaders({vert, frag}); #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>(version)) #else if(!Context::current().isVersionSupported(Version::GLES300)) #endif { bindAttributeLocation(Position::Location, "position"); if(flags & Flag::Textured) bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); } CORRADE_INTERNAL_ASSERT_OUTPUT(link()); #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>(version)) #endif { transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"); colorUniform = uniformLocation("color"); } #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported<Extensions::GL::ARB::shading_language_420pack>(version)) #endif { if(flags & Flag::Textured) setUniform(uniformLocation("textureData"), TextureLayer); } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES /* Default to fully opaque white so we can see the texture */ if(flags & Flag::Textured) setColor(Color4(1.0f)); #endif }
bool Shader::link() { //Create a new program deleteProgram(); program = new GLProgram; program->create(); //Attach all the shaders and link the program attachShaders(); bool status = program->link(); if (status) printf ("Shading program linked.\n"); else printf ("Failed linking shading program!\n"); CharString infoLog = program->getInfoLog (); if (infoLog.length() > 0) printf ("Info Log:\n%s\n", infoLog.buffer()); //Query attribute locations for (UintSize a=0; a<attribs.size(); ++a) attribs[a].ID = program->getAttribute( attribs[a].name.buffer() ); //Query uniform locations for (UintSize u=0; u<uniforms.size(); ++u) uniforms[u].ID = program->getUniform( uniforms[u].name.buffer() ); return status; }
MyShader::MyShader() { #ifndef MAGNUM_TARGET_GLES Shader vert(Version::GL210, Shader::Type::Vertex); Shader frag(Version::GL210, Shader::Type::Fragment); #else Shader vert(Version::GLES200, Shader::Type::Vertex); Shader frag(Version::GLES200, Shader::Type::Fragment); #endif vert.addSource( "attribute lowp vec4 position;\n" "void main() {\n" " gl_Position = position;\n" "}\n"); frag.addSource( "void main() {\n" " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" "}\n"); CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag})); attachShaders({vert, frag}); CORRADE_INTERNAL_ASSERT_OUTPUT(link()); }
ReflectorShader::ReflectorShader() { Utility::Resource rs("data"); Shader vert(Version::GL330, Shader::Type::Vertex); Shader frag(Version::GL330, Shader::Type::Fragment); vert.addSource(rs.get("ReflectorShader.vert")); frag.addSource(rs.get("ReflectorShader.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag})); attachShaders({vert, frag}); CORRADE_INTERNAL_ASSERT_OUTPUT(link()); _transformationMatrixUniform = uniformLocation("transformationMatrix"); _normalMatrixUniform = uniformLocation("normalMatrix"); _projectionMatrixUniform = uniformLocation("projectionMatrix"); _cameraMatrixUniform = uniformLocation("cameraMatrix"); _reflectivityUniform = uniformLocation("reflectivity"); _diffuseColorUniform = uniformLocation("diffuseColor"); setUniform(uniformLocation("textureData"), TextureLayer); setUniform(uniformLocation("tarnishTextureData"), TarnishTextureLayer); }
explicit XfbInterleavedShader() { #ifndef MAGNUM_TARGET_GLES Shader vert(Version::GL300, Shader::Type::Vertex); #else Shader vert(Version::GLES300, Shader::Type::Vertex); Shader frag(Version::GLES300, Shader::Type::Fragment); #endif CORRADE_INTERNAL_ASSERT_OUTPUT(vert.addSource( "in mediump vec2 inputData;\n" "out mediump vec2 output1;\n" "out mediump float output2;\n" "void main() {\n" " output1 = inputData + vec2(1.0, -1.0);\n" " output2 = inputData.x - inputData.y + 5.0;\n" "}\n").compile()); #ifndef MAGNUM_TARGET_GLES attachShader(vert); #else /* ES for some reason needs both vertex and fragment shader */ CORRADE_INTERNAL_ASSERT_OUTPUT(frag.addSource("void main() {}\n").compile()); attachShaders({vert, frag}); #endif bindAttributeLocation(Input::Location, "inputData"); setTransformFeedbackOutputs({"output1", "gl_SkipComponents1", "output2"}, TransformFeedbackBufferMode::InterleavedAttributes); CORRADE_INTERNAL_ASSERT_OUTPUT(link()); }
void Program::link() { // synchronize states of the referenced OpenGL program object and this // object detachShaders(); attachShaders(); glLinkProgram(id_); }
MotionBlurCamera::MotionBlurShader::MotionBlurShader() { Utility::Resource rs("shaders"); GL::Shader vert(GL::Version::GL330, GL::Shader::Type::Vertex); GL::Shader frag(GL::Version::GL330, GL::Shader::Type::Fragment); vert.addSource(rs.get("MotionBlurShader.vert")); frag.addSource(rs.get("MotionBlurShader.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); attachShaders({vert, frag}); CORRADE_INTERNAL_ASSERT_OUTPUT(link()); for(Int i = 0; i != MotionBlurCamera::FrameCount; ++i) setUniform(uniformLocation(Utility::formatString("frame[{}]", i)), i); }
template<UnsignedInt dimensions> VertexColor<dimensions>::VertexColor(): transformationProjectionMatrixUniform(0) { Utility::Resource rs("MagnumShaders"); #ifndef MAGNUM_TARGET_GLES const Version version = Context::current()->supportedVersion({Version::GL320, Version::GL310, Version::GL300, Version::GL210}); #else const Version version = Context::current()->supportedVersion({Version::GLES300, Version::GLES200}); #endif Shader vert = Implementation::createCompatibilityShader(version, Shader::Type::Vertex); Shader frag = Implementation::createCompatibilityShader(version, Shader::Type::Fragment); vert.addSource(rs.get("generic.glsl")) .addSource(rs.get(vertexShaderName<dimensions>())); frag.addSource(rs.get("VertexColor.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag})); attachShaders({vert, frag}); #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>(version)) #else if(!Context::current()->isVersionSupported(Version::GLES300)) #endif { bindAttributeLocation(Position::Location, "position"); bindAttributeLocation(Color::Location, "color"); } CORRADE_INTERNAL_ASSERT_OUTPUT(link()); #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>(version)) #endif { transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"); } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES setTransformationProjectionMatrix(MatrixTypeFor<dimensions, Float>{}); #endif }
ShadowCasterShader::ShadowCasterShader() { MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GL330); const Utility::Resource rs{"shadow-data"}; GL::Shader vert{GL::Version::GL330, GL::Shader::Type::Vertex}; GL::Shader frag{GL::Version::GL330, GL::Shader::Type::Fragment}; vert.addSource(rs.get("ShadowCaster.vert")); frag.addSource(rs.get("ShadowCaster.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(GL::Shader::compile({vert, frag})); attachShaders({vert, frag}); CORRADE_INTERNAL_ASSERT_OUTPUT(link()); _transformationMatrixUniform = uniformLocation("transformationMatrix"); }
std::shared_ptr<gl::ShaderProgram> ShaderManager::loadProgram(const std::string& name) { std::vector<std::shared_ptr<gl::Shader>> shaders; static gl::Shader::Type types[] = { gl::Shader::Type::Vertex, gl::Shader::Type::Fragment, gl::Shader::Type::Geometry, gl::Shader::Type::TessControl, gl::Shader::Type::TessEvaluation }; for (int i = 0; i < (sizeof(types) / sizeof(*types)); ++i) { auto shader = loadShader(name, types[i]); if (shader) { shaders.push_back(std::move(shader)); } } auto prog = std::make_shared<gl::ShaderProgram>(); prog->attachShaders(shaders); prog->link(); return prog; }
MyShader::MyShader() { Utility::Resource rs("QueryGLTest"); #ifndef MAGNUM_TARGET_GLES Shader vert(Version::GL210, Shader::Type::Vertex); Shader frag(Version::GL210, Shader::Type::Fragment); #else Shader vert(Version::GLES200, Shader::Type::Vertex); Shader frag(Version::GLES200, Shader::Type::Fragment); #endif vert.addSource(rs.get("MyShader.vert")); frag.addSource(rs.get("MyShader.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag})); attachShaders({vert, frag}); CORRADE_INTERNAL_ASSERT_OUTPUT(link()); }
TexturedTriangleShader::TexturedTriangleShader() { MAGNUM_ASSERT_VERSION_SUPPORTED(Version::GL330); const Utility::Resource rs{"textured-triangle-data"}; Shader vert{Version::GL330, Shader::Type::Vertex}; Shader frag{Version::GL330, Shader::Type::Fragment}; vert.addSource(rs.get("TexturedTriangleShader.vert")); frag.addSource(rs.get("TexturedTriangleShader.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag})); attachShaders({vert, frag}); CORRADE_INTERNAL_ASSERT_OUTPUT(link()); _colorUniform = uniformLocation("color"); setUniform(uniformLocation("textureData"), TextureLayer); }
explicit MyShader() { #ifndef MAGNUM_TARGET_GLES Shader vert(Version::GL300, Shader::Type::Vertex); #else Shader vert(Version::GLES300, Shader::Type::Vertex); Shader frag(Version::GLES300, Shader::Type::Fragment); #endif CORRADE_INTERNAL_ASSERT_OUTPUT(vert.addSource( "out mediump vec2 outputData;\n" "void main() {\n" " outputData = vec2(1.0, -1.0);\n" "}\n").compile()); #ifndef MAGNUM_TARGET_GLES attachShader(vert); #else /* ES for some reason needs both vertex and fragment shader */ CORRADE_INTERNAL_ASSERT_OUTPUT(frag.addSource("void main() {}\n").compile()); attachShaders({vert, frag}); #endif setTransformFeedbackOutputs({"outputData"}, TransformFeedbackBufferMode::SeparateAttributes); CORRADE_INTERNAL_ASSERT_OUTPUT(link()); }
void OSGJobViewer::onContextCreated() { notify(osg::ALWAYS) << "OSGJobViewer::onContextCreated()" << endl; attachShaders(); }
Phong::Phong(const Flags flags): transformationMatrixUniform(0), projectionMatrixUniform(1), normalMatrixUniform(2), lightUniform(3), diffuseColorUniform(4), ambientColorUniform(5), specularColorUniform(6), lightColorUniform(7), shininessUniform(8), _flags(flags) { #ifdef MAGNUM_BUILD_STATIC /* Import resources on static build, if not already */ if(!Utility::Resource::hasGroup("MagnumShaders")) importShaderResources(); #endif Utility::Resource rs("MagnumShaders"); #ifndef MAGNUM_TARGET_GLES const Version version = Context::current().supportedVersion({Version::GL320, Version::GL310, Version::GL300, Version::GL210}); #else const Version version = Context::current().supportedVersion({Version::GLES300, Version::GLES200}); #endif Shader vert = Implementation::createCompatibilityShader(rs, version, Shader::Type::Vertex); Shader frag = Implementation::createCompatibilityShader(rs, version, Shader::Type::Fragment); vert.addSource(flags ? "#define TEXTURED\n" : "") .addSource(rs.get("generic.glsl")) .addSource(rs.get("Phong.vert")); frag.addSource(flags & Flag::AmbientTexture ? "#define AMBIENT_TEXTURE\n" : "") .addSource(flags & Flag::DiffuseTexture ? "#define DIFFUSE_TEXTURE\n" : "") .addSource(flags & Flag::SpecularTexture ? "#define SPECULAR_TEXTURE\n" : "") .addSource(rs.get("Phong.frag")); CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag})); attachShaders({vert, frag}); #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>(version)) #else if(!Context::current().isVersionSupported(Version::GLES300)) #endif { bindAttributeLocation(Position::Location, "position"); bindAttributeLocation(Normal::Location, "normal"); if(flags) bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"); } CORRADE_INTERNAL_ASSERT_OUTPUT(link()); #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>(version)) #endif { transformationMatrixUniform = uniformLocation("transformationMatrix"); projectionMatrixUniform = uniformLocation("projectionMatrix"); normalMatrixUniform = uniformLocation("normalMatrix"); lightUniform = uniformLocation("light"); ambientColorUniform = uniformLocation("ambientColor"); diffuseColorUniform = uniformLocation("diffuseColor"); specularColorUniform = uniformLocation("specularColor"); lightColorUniform = uniformLocation("lightColor"); shininessUniform = uniformLocation("shininess"); } #ifndef MAGNUM_TARGET_GLES if(flags && !Context::current().isExtensionSupported<Extensions::GL::ARB::shading_language_420pack>(version)) #endif { if(flags & Flag::AmbientTexture) setUniform(uniformLocation("ambientTexture"), AmbientTextureLayer); if(flags & Flag::DiffuseTexture) setUniform(uniformLocation("diffuseTexture"), DiffuseTextureLayer); if(flags & Flag::SpecularTexture) setUniform(uniformLocation("specularTexture"), SpecularTextureLayer); } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES /* Default to fully opaque white so we can see the textures */ if(flags & Flag::AmbientTexture) setAmbientColor(Color4{1.0f}); else setAmbientColor(Color4{0.0f, 1.0f}); if(flags & Flag::DiffuseTexture) setDiffuseColor(Color4{1.0f}); setSpecularColor(Color4{1.0f}); setLightColor(Color4{.0f}); setShininess(80.0f); #endif }
MeshVisualizer::MeshVisualizer(const Flags flags): flags(flags), transformationProjectionMatrixUniform(0), viewportSizeUniform(1), colorUniform(2), wireframeColorUniform(3), wireframeWidthUniform(4), smoothnessUniform(5) { #ifndef MAGNUM_TARGET_GLES if(flags & Flag::Wireframe && !(flags & Flag::NoGeometryShader)) { MAGNUM_ASSERT_VERSION_SUPPORTED(Version::GL320); MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::ARB::geometry_shader4); } #elif defined(MAGNUM_TARGET_GLES2) if(flags & Flag::Wireframe) MAGNUM_ASSERT_EXTENSION_SUPPORTED(Extensions::GL::OES::standard_derivatives); #endif Utility::Resource rs("MagnumShaders"); #ifndef MAGNUM_TARGET_GLES const Version version = Context::current()->supportedVersion({Version::GL320, Version::GL310, Version::GL300, Version::GL210}); CORRADE_INTERNAL_ASSERT_OUTPUT(flags & Flag::NoGeometryShader || version >= Version::GL320); #else const Version version = Context::current()->supportedVersion({Version::GLES300, Version::GLES200}); #endif Shader vert = Implementation::createCompatibilityShader(rs, version, Shader::Type::Vertex); Shader frag = Implementation::createCompatibilityShader(rs, version, Shader::Type::Fragment); vert.addSource(flags & Flag::Wireframe ? "#define WIREFRAME_RENDERING\n" : "") .addSource(flags & Flag::NoGeometryShader ? "#define NO_GEOMETRY_SHADER\n" : "") #ifdef MAGNUM_TARGET_WEBGL .addSource("#define SUBSCRIPTING_WORKAROUND\n") #elif defined(MAGNUM_TARGET_GLES2) .addSource(Context::current()->detectedDriver() & Context::DetectedDriver::ProbablyAngle ? "#define SUBSCRIPTING_WORKAROUND\n" : "") #endif .addSource(rs.get("generic.glsl")) .addSource(rs.get("MeshVisualizer.vert")); frag.addSource(flags & Flag::Wireframe ? "#define WIREFRAME_RENDERING\n" : "") .addSource(flags & Flag::NoGeometryShader ? "#define NO_GEOMETRY_SHADER\n" : "") .addSource(rs.get("MeshVisualizer.frag")); #ifndef MAGNUM_TARGET_GLES std::optional<Shader> geom; if(flags & Flag::Wireframe && !(flags & Flag::NoGeometryShader)) { geom = Implementation::createCompatibilityShader(rs, version, Shader::Type::Geometry); geom->addSource(rs.get("MeshVisualizer.geom")); } #endif #ifndef MAGNUM_TARGET_GLES if(geom) Shader::compile({vert, *geom, frag}); else #endif Shader::compile({vert, frag}); attachShaders({vert, frag}); #ifndef MAGNUM_TARGET_GLES if(geom) attachShader(*geom); #endif #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_attrib_location>(version)) #else if(!Context::current()->isVersionSupported(Version::GLES300)) #endif { bindAttributeLocation(Position::Location, "position"); #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isVersionSupported(Version::GL310)) #endif { bindAttributeLocation(VertexIndex::Location, "vertexIndex"); } } CORRADE_INTERNAL_ASSERT_OUTPUT(link()); #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>(version)) #endif { transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"); colorUniform = uniformLocation("color"); if(flags & Flag::Wireframe) { wireframeColorUniform = uniformLocation("wireframeColor"); wireframeWidthUniform = uniformLocation("wireframeWidth"); smoothnessUniform = uniformLocation("smoothness"); if(!(flags & Flag::NoGeometryShader)) viewportSizeUniform = uniformLocation("viewportSize"); } } /* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ #ifdef MAGNUM_TARGET_GLES setColor(Color3(1.0f)); if(flags & Flag::Wireframe) { setWireframeColor(Color3(0.0f)); setWireframeWidth(1.0f); setSmoothness(2.0f); } #endif }