GLSLProgram* ShaderManager::LoadFromStrings(const char* vertName, const char*fragName, std::string vertString, std::string fragString) { GLSLProgram* prog = new GLSLProgram(); if(!prog->compileShaderFromString(vertString, GLSLShader::VERTEX)) { printf("Vertex shader failed to compile from string!\n%s", prog->log().c_str()); sLog(Level::Severe) << "Vertex shader <" << vertName << "> failed to compile from string." << prog->log(); assert(false && "Vertex shader failed to compile from string"); return NULL; } if(!prog->compileShaderFromString(fragString, GLSLShader::FRAGMENT)) { printf("Fragment shader failed to compile from string!\n%s", prog->log().c_str()); sLog(Level::Severe) << "Fragment shader <" << fragName << "> failed to compile from string." << prog->log(); assert(false && "Fragment shader failed to compile from string"); return NULL; } if(!prog->link()) { printf("Shader program failed to link!\n%s", prog->log().c_str()); sLog(Level::Severe) << "Shader program failed to link." << prog->log(); assert(false && "Shader program failed to link."); return NULL; } assert(prog != NULL); return prog; }
//Loads and compiles vertice and fragment shaders from strings into one GLSLProgram* GLSLProgram* ShaderManager::LoadFromStrings(std::string vertName, std::string fragName, std::string vertString, std::string fragString) { GLSLProgram* prog = new GLSLProgram(); ///Compile the vertex portion of the shader if(!prog->compileShaderFromString(vertString, GLSLShader::VERTEX)) { printf("Vertex shader failed to compile from string!\n%s", prog->log().c_str()); assert(false && "Vertex shader failed to compile from string"); return NULL; } ///Compile the fragment portion of the shader if(!prog->compileShaderFromString(fragString, GLSLShader::FRAGMENT)) { printf("Fragment shader failed to compile from string!\n%s", prog->log().c_str()); assert(false && "Fragment shader failed to compile from string"); return NULL; } ///Links the shader to OpenGL using the handle obtained during the compile if ( !prog->link() ) { printf("Shader program failed to link!\n%s", prog->log().c_str()); assert(false && "Shader program failed to link."); return NULL; } assert(prog != NULL); return prog; }
void SceneParticlesInstanced::compileAndLinkShader (GLSLProgram& glslProg, const char* vertexPath, const char* fragmentPath, const char* geometryPath) { // "shader/particleinstanced.vs" if( !glslProg.compileShaderFromFile(vertexPath, GLSLShader::VERTEX) ) { printf("Vertex shader failed to compile!\n%s", glslProg.log().c_str()); do { cout << '\n' << "Press a key to continue..."; } while (cin.get() != '\n'); exit(1); } // "shader/particleinstanced.fs" if( !glslProg.compileShaderFromFile(fragmentPath, GLSLShader::FRAGMENT)) { printf("Fragment shader failed to compile!\n%s", glslProg.log().c_str()); do { cout << '\n' << "Press a key to continue..."; } while (cin.get() != '\n'); exit(1); } if (geometryPath != NULL && geometryPath[0] != '\0') { // compile geometry shader if (!glslProg.compileShaderFromFile(geometryPath, GLSLShader::GEOMETRY)) { printf("Geometry shader failed to compile!\n%s", glslProg.log().c_str()); do { cout << '\n' << "Press a key to continue..."; } while (cin.get() != '\n'); exit(1); } } if( !glslProg.link() ) { printf("Shader program failed to link!\n%s", glslProg.log().c_str()); do { cout << '\n' << "Press a key to continue..."; } while (cin.get() != '\n'); exit(1); } glslProg.use(); }
void loadAssets() { loadParticles(); loadPlane(); pstack.push(glm::perspective(45.0f, (GLfloat)window.GetWidth()/window.GetHeight(), 0.1f, 175.0f)); mstack.push(glm::lookAt(vec3(0, 2.7, 7), vec3(0, 2.4, 6), vec3(0, 1, 0))); // Load terrain shader if (!g_program.compileShaderFromFile( ROOT_PATH_RELATIVE SHADER_DIR "terrain-vert.glsl", GLSLShader::VERTEX)) { fprintf(stderr, "%s\n", g_program.log().c_str()); exit(1); } if (!g_program.compileShaderFromFile( ROOT_PATH_RELATIVE SHADER_DIR "terrain-frag.glsl", GLSLShader::FRAGMENT)) { fprintf(stderr, "%s\n", g_program.log().c_str()); exit(1); } if (!g_program.compileShaderFromFile( ROOT_PATH_RELATIVE SHADER_DIR "terrain-tc.glsl", GLSLShader::TESS_CONTROL)) { fprintf(stderr, "%s\n", g_program.log().c_str()); exit(1); } if (!g_program.compileShaderFromFile( ROOT_PATH_RELATIVE SHADER_DIR "terrain-te.glsl", GLSLShader::TESS_EVALUATION)) { fprintf(stderr, "%s\n", g_program.log().c_str()); exit(1); } if (!g_program.link()) { fprintf(stderr, "%s\n", g_program.log().c_str()); exit(1); } // Load plane shader if (!d_program.compileShaderFromFile( ROOT_PATH_RELATIVE SHADER_DIR "default-vert.glsl", GLSLShader::VERTEX)) { fprintf(stderr, "%s\n", d_program.log().c_str()); exit(1); } if (!d_program.compileShaderFromFile( ROOT_PATH_RELATIVE SHADER_DIR "default-frag.glsl", GLSLShader::FRAGMENT)) { fprintf(stderr, "%s\n", d_program.log().c_str()); exit(1); } const char *outputNames[] = { "Position" }; glTransformFeedbackVaryings(d_program.getHandle(), 1, outputNames, GL_SEPARATE_ATTRIBS); if (!d_program.link()) { fprintf(stderr, "%s\n", d_program.log().c_str()); exit(1); } g_program.use(); g_program.setUniform("Viewport", viewport); g_program.setUniform("MinTessLevel", 1.0f); g_program.setUniform("MaxTessLevel", max_tess); //g_program.setUniform("MaxTessLevel", 20.0f); g_program.setUniform("NearClip", 0.1f); g_program.setUniform("FarClip", 175.0f); g_program.setUniform("NearFog", 10.0f); g_program.setUniform("FarFog", 125.0f); g_program.setUniform("Light0.position", vec3(L0POSITION)); g_program.setUniform("Light0.La", vec3(L0AMBIENT)); g_program.setUniform("Light0.Ld", vec3(L0DIFFUSE)); GLuint terrainmap = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "heightmap-vlarge.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); GLuint watermap = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "watermap.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); GLuint ttex1 = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "grass.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); GLuint ttex2 = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "stonesnow.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); GLuint ttex3 = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "water.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); GLuint ttex4 = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "foam.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); GLuint nmap1 = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "normalmap-vlarge.png", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); GLuint nmap2 = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "watermap_NRM.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); GLuint omap1 = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "occmap-vlarge.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); omap2 = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "watermap_OCC.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); plane = SOIL_load_OGL_texture ( ROOT_PATH_RELATIVE TEXTURE_DIR "F16_diffusemap2.tga", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_LOAD_L ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, terrainmap); g_program.setUniform("TerrainMap", 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, watermap); g_program.setUniform("WaterMap", 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, ttex1); g_program.setUniform("TTex1", 2); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_2D, ttex2); g_program.setUniform("TTex2", 3); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_2D, ttex3); g_program.setUniform("TTex3", 4); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, ttex4); g_program.setUniform("TTex4", 5); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, nmap1); g_program.setUniform("NMap1", 6); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, nmap2); g_program.setUniform("NMap2", 7); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glActiveTexture(GL_TEXTURE8); glBindTexture(GL_TEXTURE_2D, omap1); g_program.setUniform("OMap1", 8); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D, omap2); g_program.setUniform("OMap2", 9); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); d_program.use(); plv = glGetSubroutineIndex(d_program.getHandle(), GL_VERTEX_SHADER, "RenderPlane"); plf = glGetSubroutineIndex(d_program.getHandle(), GL_FRAGMENT_SHADER, "RenderPlane"); pav = glGetSubroutineIndex(d_program.getHandle(), GL_VERTEX_SHADER, "RenderParticles"); paf = glGetSubroutineIndex(d_program.getHandle(), GL_FRAGMENT_SHADER, "RenderParticles"); glActiveTexture(GL_TEXTURE9); glBindTexture(GL_TEXTURE_2D, plane); d_program.setUniform("PlaneTex", 9); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); d_program.setUniform("Light0.position", vec3(L0POSITION)); d_program.setUniform("Light0.La", vec3(L0AMBIENT)); d_program.setUniform("Light0.Ld", vec3(L0DIFFUSE)); loadLand(156, 100); }