Example #1
0
/*
 * @brief
 */
static r_program_t *R_LoadProgram(const char *name, void(*Init)(void)) {
	r_program_t *prog;
	char log[MAX_STRING_CHARS];
	uint32_t e;
	int32_t i;

	for (i = 0; i < MAX_PROGRAMS; i++) {
		prog = &r_state.programs[i];

		if (!prog->id)
			break;
	}

	if (i == MAX_PROGRAMS) {
		Com_Warn("MAX_PROGRAMS reached\n");
		return NULL;
	}

	g_strlcpy(prog->name, name, sizeof(prog->name));

	prog->id = qglCreateProgram();

	prog->v = R_LoadShader(GL_VERTEX_SHADER, va("%s_vs.glsl", name));
	prog->f = R_LoadShader(GL_FRAGMENT_SHADER, va("%s_fs.glsl", name));

	if (prog->v)
		qglAttachShader(prog->id, prog->v->id);
	if (prog->f)
		qglAttachShader(prog->id, prog->f->id);

	qglLinkProgram(prog->id);

	qglGetProgramiv(prog->id, GL_LINK_STATUS, &e);
	if (!e) {
		qglGetProgramInfoLog(prog->id, sizeof(log) - 1, NULL, log);
		Com_Warn("%s: %s\n", prog->name, log);

		R_ShutdownProgram(prog);
		return NULL;
	}

	prog->Init = Init;

	if (prog->Init) { // invoke initialization function
		R_UseProgram(prog);

		prog->Init();

		R_UseProgram(NULL);
	}

	R_GetError(prog->name);

	return prog;
}
Example #2
0
r_program_t* R_LoadProgram (const char* name, programInitFunc_t init, programUseFunc_t use)
{
	r_program_t* prog;
	unsigned e;
	int i;

	/* shaders are deactivated */
	if (!r_programs->integer)
		return nullptr;

	/* search existing one */
	for (i = 0; i < MAX_PROGRAMS; i++) {
		prog = &r_state.programs[i];

		if (Q_streq(prog->name, name))
			return prog;
	}

	/* search free slot */
	for (i = 0; i < MAX_PROGRAMS; i++) {
		prog = &r_state.programs[i];

		if (!prog->id)
			break;
	}

	if (i == MAX_PROGRAMS) {
		Com_Printf("R_LoadProgram: MAX_PROGRAMS reached.\n");
		return nullptr;
	}

	Q_strncpyz(prog->name, name, sizeof(prog->name));

	prog->id = qglCreateProgram();

	prog->v = R_LoadShader(GL_VERTEX_SHADER, va("%s_vs.glsl", name));
	prog->f = R_LoadShader(GL_FRAGMENT_SHADER, va("%s_fs.glsl", name));

	if (prog->v)
		qglAttachShader(prog->id, prog->v->id);
	if (prog->f)
		qglAttachShader(prog->id, prog->f->id);

	qglLinkProgram(prog->id);

	qglGetProgramiv(prog->id, GL_LINK_STATUS, &e);
	if (!e || !prog->v || !prog->f) {
		char log[MAX_STRING_CHARS];
		qglGetProgramInfoLog(prog->id, sizeof(log) - 1, nullptr, log);
		Com_Printf("R_LoadProgram: %s: %s\n", prog->name, log);

		R_ShutdownProgram(prog);
		return nullptr;
	}

	prog->init = init;

	if (prog->init) {  /* invoke initialization function */
		R_UseProgram(prog);

		prog->init(prog);

		R_UseProgram(nullptr);
	}

	prog->use = use;

	Com_Printf("R_LoadProgram: '%s' loaded.\n", name);

	return prog;
}
/*
================================================================================================
idRenderProgManager::LoadGLSLProgram
================================================================================================
*/
void idRenderProgManager::LoadGLSLProgram( const int programIndex, const int vertexShaderIndex, const int fragmentShaderIndex ) {
	glslProgram_t & prog = glslPrograms[programIndex];

	if ( prog.progId != INVALID_PROGID ) {
		return; // Already loaded
	}

	GLuint vertexProgID = ( vertexShaderIndex != -1 ) ? vertexShaders[ vertexShaderIndex ].progId : INVALID_PROGID;
	GLuint fragmentProgID = ( fragmentShaderIndex != -1 ) ? fragmentShaders[ fragmentShaderIndex ].progId : INVALID_PROGID;

	const GLuint program = qglCreateProgram();
	if ( program ) {

		if ( vertexProgID != INVALID_PROGID ) {
			qglAttachShader( program, vertexProgID );
		}

		if ( fragmentProgID != INVALID_PROGID ) {
			qglAttachShader( program, fragmentProgID );
		}

		// bind vertex attribute locations
		for ( int i = 0; attribsPC[i].glsl != NULL; i++ ) {
			if ( ( attribsPC[i].flags & AT_VS_IN ) != 0 ) {
				qglBindAttribLocation( program, attribsPC[i].bind, attribsPC[i].glsl );
			}
		}

		qglLinkProgram( program );

		int infologLength = 0;
		qglGetProgramiv( program, GL_INFO_LOG_LENGTH, &infologLength );
		if ( infologLength > 1 ) {
			char * infoLog = (char *)malloc( infologLength );
			int charsWritten = 0;
			qglGetProgramInfoLog( program, infologLength, &charsWritten, infoLog );

			// catch the strings the ATI and Intel drivers output on success
			if ( strstr( infoLog, "Vertex shader(s) linked, fragment shader(s) linked." ) != NULL || strstr( infoLog, "No errors." ) != NULL ) {
				//idLib::Printf( "render prog %s from %s linked\n", GetName(), GetFileName() );
			} else {
				idLib::Printf( "While linking GLSL program %d with vertexShader %s and fragmentShader %s\n", 
					programIndex, 
					( vertexShaderIndex >= 0 ) ? vertexShaders[vertexShaderIndex].name.c_str() : "<Invalid>", 
					( fragmentShaderIndex >= 0 ) ? fragmentShaders[ fragmentShaderIndex ].name.c_str() : "<Invalid>" );
				idLib::Printf( "%s\n", infoLog );
			}

			free( infoLog );
		}
	}

	int linked = GL_FALSE;
	qglGetProgramiv( program, GL_LINK_STATUS, &linked );
	if ( linked == GL_FALSE ) {
		qglDeleteProgram( program );
		idLib::Error( "While linking GLSL program %d with vertexShader %s and fragmentShader %s\n", 
			programIndex, 
			( vertexShaderIndex >= 0 ) ? vertexShaders[vertexShaderIndex].name.c_str() : "<Invalid>", 
			( fragmentShaderIndex >= 0 ) ? fragmentShaders[ fragmentShaderIndex ].name.c_str() : "<Invalid>" );
		return;
	}

	if ( r_useUniformArrays.GetBool() ) {
		prog.vertexUniformArray = qglGetUniformLocation( program, VERTEX_UNIFORM_ARRAY_NAME );
		prog.fragmentUniformArray = qglGetUniformLocation( program, FRAGMENT_UNIFORM_ARRAY_NAME );

		assert( prog.vertexUniformArray != -1 || vertexShaderIndex < 0 || vertexShaders[vertexShaderIndex].uniforms.Num() == 0 );
		assert( prog.fragmentUniformArray != -1 || fragmentShaderIndex < 0 || fragmentShaders[fragmentShaderIndex].uniforms.Num() == 0 );
	} else {
		// store the uniform locations after we have linked the GLSL program
		prog.uniformLocations.Clear();
		for ( int i = 0; i < RENDERPARM_TOTAL; i++ ) {
			const char * parmName = GetGLSLParmName( i );
			GLint loc = qglGetUniformLocation( program, parmName );
			if ( loc != -1 ) {
				glslUniformLocation_t uniformLocation;
				uniformLocation.parmIndex = i;
				uniformLocation.uniformIndex = loc;
				prog.uniformLocations.Append( uniformLocation );
			}
		}

		// store the USER uniform locations
		for ( int i = 0; i < MAX_GLSL_USER_PARMS; i++ ) {
			const char * parmName = GetGLSLParmName( RENDERPARM_USER + i );
			GLint loc = qglGetUniformLocation( program, parmName );
			if ( loc != -1 ) {
				glslUniformLocation_t uniformLocation;
				uniformLocation.parmIndex = RENDERPARM_USER + i;
				uniformLocation.uniformIndex = loc;
				prog.uniformLocations.Append( uniformLocation );
			}
		}

		// sort the uniforms based on index
		prog.uniformLocations.SortWithTemplate( idSort_QuickUniforms() );
	}

	// get the uniform buffer binding for skinning joint matrices
	GLint blockIndex = qglGetUniformBlockIndex( program, "matrices_ubo" );
	if ( blockIndex != -1 ) {
		qglUniformBlockBinding( program, blockIndex, 0 );
	}

	// set the texture unit locations once for the render program. We only need to do this once since we only link the program once
	qglUseProgram( program );
	for ( int i = 0; i < MAX_PROG_TEXTURE_PARMS; ++i ) {
		GLint loc = qglGetUniformLocation( program, va( "samp%d", i ) );
		if ( loc != -1 ) {
			qglUniform1i( loc, i );
		}
	}

	idStr programName = vertexShaders[ vertexShaderIndex ].name;
	programName.StripFileExtension();
	prog.name = programName;
	prog.progId = program;
	prog.fragmentShaderIndex = fragmentShaderIndex;
	prog.vertexShaderIndex = vertexShaderIndex;
}