예제 #1
0
void r_set_heightmap(void) {
#if OPENGL_DEBUG
	uint		i;
#endif

	OPENGL_EVENT_BEGIN(0, __PRETTY_FUNCTION__);

	if (gen_heightmap != NULL)
		glDeleteTextures(1, &r_hmap_tex);
	glGenTextures(1, &r_hmap_tex);
	glBindTexture(GL_TEXTURE_2D, r_hmap_tex);

	glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8,
				HEIGHTMAP_SIZE, HEIGHTMAP_SIZE, 0,
				GL_LUMINANCE, GL_UNSIGNED_BYTE, gen_heightmap);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

#if OPENGL_DEBUG
	if (GLEW_KHR_debug) {
		glObjectLabel(GL_TEXTURE, r_hmap_tex, -1, "Heightmap");
		for (i = 0; i < sizeof(r_ter_VBOs) / sizeof(r_ter_VBOs[0]); ++i)
			glObjectLabel(GL_BUFFER, r_ter_VBOs[i], -1, "Terrain");
	}
#endif

	OPENGL_EVENT_END();
}
예제 #2
0
bool initBuffer()
{
	bool Validated(true);

	glGenBuffers(buffer::MAX, BufferName);

	glObjectLabel(GL_BUFFER, BufferName[buffer::ELEMENT], -1, "Element Array Buffer object");

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferName[buffer::ELEMENT]);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, ElementSize, ElementData, GL_STATIC_DRAW);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	glObjectLabel(GL_BUFFER, BufferName[buffer::VERTEX], -1, "Array Buffer object");

	glBindBuffer(GL_ARRAY_BUFFER, BufferName[buffer::VERTEX]);
	glBufferData(GL_ARRAY_BUFFER, VertexSize, VertexData, GL_STATIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	GLint UniformBufferOffset(0);

	glGetIntegerv(
		GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
		&UniformBufferOffset);

	GLint UniformBlockSize = glm::max(GLint(sizeof(glm::mat4)), UniformBufferOffset);

	glObjectLabel(GL_BUFFER, BufferName[buffer::TRANSFORM], -1, "Uniform Buffer object");
	
	glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]);
	glBufferData(GL_UNIFORM_BUFFER, UniformBlockSize, NULL, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	return Validated;
}
예제 #3
0
bool initProgram()
{
	bool Validated(true);
	
	glGenProgramPipelines(1, &PipelineName);

	glObjectLabel(GL_PROGRAM_PIPELINE, PipelineName, -1, "Pipeline Program object");

	if(Validated)
	{
		glf::compiler Compiler;
		GLuint VertShaderName = Compiler.create(GL_VERTEX_SHADER,
			glf::DATA_DIRECTORY + VERT_SHADER_SOURCE, 
			"--version 420 --profile core");
		GLuint FragShaderName = Compiler.create(GL_FRAGMENT_SHADER,
			glf::DATA_DIRECTORY + FRAG_SHADER_SOURCE,
			"--version 420 --profile core");
		Validated = Validated && Compiler.check();

		ProgramName[program::VERTEX] = glCreateProgram();

		glObjectLabel(GL_PROGRAM, PipelineName, -1, "Vertex Program object");

		glProgramParameteri(ProgramName[program::VERTEX], GL_PROGRAM_SEPARABLE, GL_TRUE);
		glAttachShader(ProgramName[program::VERTEX], VertShaderName);
		glLinkProgram(ProgramName[program::VERTEX]);
		glDeleteShader(VertShaderName);

		ProgramName[program::FRAGMENT] = glCreateProgram();

		glObjectLabel(GL_PROGRAM, PipelineName, -1, "Fragment Program object");

		glProgramParameteri(ProgramName[program::FRAGMENT], GL_PROGRAM_SEPARABLE, GL_TRUE);
		glAttachShader(ProgramName[program::FRAGMENT], FragShaderName);
		glLinkProgram(ProgramName[program::FRAGMENT]);
		glDeleteShader(FragShaderName);

		Validated = Validated && glf::checkProgram(ProgramName[program::VERTEX]);
		Validated = Validated && glf::checkProgram(ProgramName[program::FRAGMENT]);
	}

	if(Validated)
	{
		glUseProgramStages(PipelineName, GL_VERTEX_SHADER_BIT, ProgramName[program::VERTEX]);
		glUseProgramStages(PipelineName, GL_FRAGMENT_SHADER_BIT, ProgramName[program::FRAGMENT]);
	}

	return Validated;
}
예제 #4
0
void ObjectLabel(GLenum identifier, GLuint name, GLsizei size, const char* label)
{
	if (GLEW_KHR_debug)
	{
		glObjectLabel(identifier, name, size, label);
	}
}
예제 #5
0
void ae3d::Shader::Load( const char* vertexSource, const char* fragmentSource )
{
    GLuint vertexShader = CompileShader( vertexSource, GL_VERTEX_SHADER );
    GLuint fragmentShader = CompileShader( fragmentSource, GL_FRAGMENT_SHADER );

    GLuint program = GfxDevice::CreateProgramId();

    if (GfxDevice::HasExtension( "KHR_debug" ))
    {
        glObjectLabel( GL_PROGRAM, id, (GLsizei)std::string( "shader" ).size(), "shader" );
    }

    glAttachShader( program, vertexShader );
    glAttachShader( program, fragmentShader );

    glLinkProgram( program );
    GLint wasLinked;
    glGetProgramiv( program, GL_LINK_STATUS, &wasLinked );
    
    if (!wasLinked)
    {
        ae3d::System::Print("Shader linking failed.\n");
        PrintInfoLog( program, InfoLogType::Program );
        return;
    }

    id = program;
    uniformLocations = GetUniformLocations( program );
}
예제 #6
0
void CStdGL::ObjectLabel(uint32_t identifier, uint32_t name, int32_t length, const char * label)
{
#ifdef GL_KHR_debug
	if (glObjectLabel)
		glObjectLabel(identifier, name, length, label);
#endif
}
예제 #7
0
const ae3d::Texture2D* ae3d::Texture2D::GetDefaultTexture()
{
    if (Texture2DGlobal::defaultTexture.GetWidth() == 0)
    {
        Texture2DGlobal::defaultTexture.width = 32;
        Texture2DGlobal::defaultTexture.height = 32;

        Texture2DGlobal::defaultTexture.handle = GfxDevice::CreateTextureId();
        
        if (GfxDevice::HasExtension( "KHR_debug" ))
        {
            glObjectLabel( GL_TEXTURE, Texture2DGlobal::defaultTexture.handle, (GLsizei)std::string("default texture 2d").size(), "default texture 2d" );
        }
    
        glBindTexture( GL_TEXTURE_2D, Texture2DGlobal::defaultTexture.handle );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
   
        int data[ 32 * 32 * 4 ] = { 0xFFC0CB };
        glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, Texture2DGlobal::defaultTexture.width, Texture2DGlobal::defaultTexture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
    }
    
    return &Texture2DGlobal::defaultTexture;
}
예제 #8
0
파일: tex.cpp 프로젝트: Zabanya/warzone2100
int pie_AddTexPage(iV_Image *s, const char *filename, bool gameTexture, int page)
{
	ASSERT(s && filename, "Bad input parameter");

	if (page < 0)
	{
		iTexPage tex;
		page = _TEX_PAGE.size();
		glGenTextures(1, &tex.id);
		sstrcpy(tex.name, filename);
		_TEX_PAGE.append(tex);
	}
	else // replace
	{
		sstrcpy(_TEX_PAGE[page].name, filename);

	}
	debug(LOG_TEXTURE, "%s page=%d", filename, page);

	pie_SetTexturePage(page);
	if (GLEW_VERSION_4_3 || GLEW_KHR_debug)
	{
		glObjectLabel(GL_TEXTURE, pie_Texture(page), -1, filename);
	}

	if (gameTexture) // this is a game texture, use texture compression
	{
		gluBuild2DMipmaps(GL_TEXTURE_2D, wz_texture_compression, s->width, s->height, iV_getPixelFormat(s), GL_UNSIGNED_BYTE, s->bmp);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	}
	else	// this is an interface texture, do not use compression
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, s->width, s->height, 0, iV_getPixelFormat(s), GL_UNSIGNED_BYTE, s->bmp);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	}
	// it is uploaded, we do not need it anymore
	free(s->bmp);
	s->bmp = NULL;

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// Use anisotropic filtering, if available, but only max 4.0 to reduce processor burden
	if (GLEW_EXT_texture_filter_anisotropic)
	{
		GLfloat max;
		glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, MIN(4.0f, max));
	}
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

	/* Send back the texpage number so we can store it in the IMD */
	return page;
}
예제 #9
0
void AbstractObject::labelImplementationKhr(const GLenum identifier, const GLuint name, const std::string& label) {
    #ifndef MAGNUM_TARGET_GLES
    glObjectLabel(identifier, name, label.size(), label.data());
    #else
    static_cast<void>(identifier);
    static_cast<void>(name);
    static_cast<void>(label);
    CORRADE_INTERNAL_ASSERT(false);
    //glObjectLabelKHR(identifier, name, label.size(), label.data());
    #endif
}
예제 #10
0
void AbstractObject::labelImplementationKhr(const GLenum identifier, const GLuint name, const Containers::ArrayView<const char> label) {
    #ifndef MAGNUM_TARGET_GLES
    glObjectLabel(identifier, name, label.size(), label);
    #elif !defined(CORRADE_TARGET_NACL)
    glObjectLabelKHR(identifier, name, label.size(), label);
    #else
    static_cast<void>(identifier);
    static_cast<void>(name);
    static_cast<void>(label);
    CORRADE_ASSERT_UNREACHABLE();
    #endif
}
예제 #11
0
GLuint GSShaderOGL::LinkPipeline(const string& pretty_print, GLuint vs, GLuint gs, GLuint ps)
{
	GLuint p;
	glCreateProgramPipelines(1, &p);
	glUseProgramStages(p, GL_VERTEX_SHADER_BIT, vs);
	glUseProgramStages(p, GL_GEOMETRY_SHADER_BIT, gs);
	glUseProgramStages(p, GL_FRAGMENT_SHADER_BIT, ps);

	glObjectLabel(GL_PROGRAM_PIPELINE, p, pretty_print.size(), pretty_print.c_str());

	m_pipe_to_delete.push_back(p);

	return p;
}
예제 #12
0
	void Init() {
		glGenBuffers(1, &m_buffer);

		BindPbo();

		glObjectLabel(GL_BUFFER, m_buffer, -1, "PBO");

		glBufferStorage(GL_PIXEL_UNPACK_BUFFER, m_pbo_size, NULL, create_flags);
		m_map    = (char*)glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, m_pbo_size, map_flags);
		m_offset = 0;

		for (size_t i = 0; i < countof(m_fence); i++) {
			m_fence[i] = 0;
		}

		UnbindPbo();
	}
예제 #13
0
void createAndAllocBuffer(GLsizeiptr bufferSize,
                          GLenum usageMask,
                          GLuint& bufferIdOut,
                          const bufferPtr data,
                          const char* name) {
    glCreateBuffers(1, &bufferIdOut);

    if (Config::ENABLE_GPU_VALIDATION) {
        glObjectLabel(GL_BUFFER,
                      bufferIdOut,
                      -1,
                      name != nullptr
                           ? name
                           : Util::StringFormat("DVD_GENERAL_BUFFER_%d", bufferIdOut).c_str());
    }

    assert(bufferIdOut != 0 && "GLUtil::allocBuffer error: buffer creation failed");
    glNamedBufferData(bufferIdOut, bufferSize, data, usageMask);
}
예제 #14
0
bufferPtr createAndAllocPersistentBuffer(GLsizeiptr bufferSize,
                                         BufferStorageMask storageMask,
                                         BufferAccessMask accessMask,
                                         GLuint& bufferIdOut,
                                         bufferPtr const data,
                                         const char* name) {
    glCreateBuffers(1, &bufferIdOut);
    if (Config::ENABLE_GPU_VALIDATION) {
        glObjectLabel(GL_BUFFER,
                      bufferIdOut,
                      -1,
                      name != nullptr
                           ? name
                           : Util::StringFormat("DVD_PERSISTENT_BUFFER_%d", bufferIdOut).c_str());
    }
    assert(bufferIdOut != 0 && "GLUtil::allocPersistentBuffer error: buffer creation failed");

    return allocPersistentBuffer(bufferIdOut, bufferSize, storageMask, accessMask, data);
}
예제 #15
0
bool initTexture()
{
	bool Validated(true);

	gli::texture2D Texture(gli::loadStorageDDS(glf::DATA_DIRECTORY + TEXTURE_DIFFUSE));

	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

	glGenTextures(1, &TextureName);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, TextureName);

	glObjectLabel(GL_TEXTURE, TextureName, -1, "Texture object");

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, GLint(Texture.levels() - 1));
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glTexStorage2D(GL_TEXTURE_2D, GLint(Texture.levels()), GL_RGBA8, GLsizei(Texture[0].dimensions().x), GLsizei(Texture[0].dimensions().y));

	for(gli::texture2D::size_type Level = 0; Level < Texture.levels(); ++Level)
	{
		glTexSubImage2D(
			GL_TEXTURE_2D, 
			GLint(Level), 
			0, 0, 
			GLsizei(Texture[Level].dimensions().x), 
			GLsizei(Texture[Level].dimensions().y), 
			GL_BGR, GL_UNSIGNED_BYTE, 
			Texture[Level].data());
	}
	
	glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

	return Validated;
}
예제 #16
0
bool initVertexArray()
{
	bool Validated(true);

	glGenVertexArrays(1, &VertexArrayName);
	glBindVertexArray(VertexArrayName);
		glObjectLabel(GL_VERTEX_ARRAY, VertexArrayName, -1, "Vertex array object");

		glBindBuffer(GL_ARRAY_BUFFER, BufferName[buffer::VERTEX]);
		glVertexAttribPointer(glf::semantic::attr::POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(glf::vertex_v2fv2f), GLF_BUFFER_OFFSET(0));
		glVertexAttribPointer(glf::semantic::attr::TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(glf::vertex_v2fv2f), GLF_BUFFER_OFFSET(sizeof(glm::vec2)));
		glBindBuffer(GL_ARRAY_BUFFER, 0);

		glEnableVertexAttribArray(glf::semantic::attr::POSITION);
		glEnableVertexAttribArray(glf::semantic::attr::TEXCOORD);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, BufferName[buffer::ELEMENT]);
	glBindVertexArray(0);

	return Validated;
}
예제 #17
0
파일: C4Shader.cpp 프로젝트: 772/openclonk
GLhandleARB C4Shader::Create(GLenum iShaderType, const char *szWhat, const char *szShader)
{
	// Create shader
	GLhandleARB hShader = glCreateShaderObjectARB(iShaderType);
#ifdef GL_KHR_debug
	if (glObjectLabel)
		glObjectLabel(GL_SHADER, hShader, -1, szWhat);
#endif

	// Compile
	glShaderSourceARB(hShader, 1, &szShader, 0);
	glCompileShaderARB(hShader);

	// Dump any information to log
	DumpInfoLog(szWhat, hShader);

	// Success?
	if(GetObjectStatus(hShader, GL_OBJECT_COMPILE_STATUS_ARB) == 1)
		return hShader;

	// Did not work :/
	glDeleteObjectARB(hShader);
	return 0;
}
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL43_nglObjectLabel(JNIEnv *__env, jclass clazz, jint identifier, jint name, jint length, jlong labelAddress, jlong __functionAddress) {
	const GLchar *label = (const GLchar *)(intptr_t)labelAddress;
	glObjectLabelPROC glObjectLabel = (glObjectLabelPROC)(intptr_t)__functionAddress;
	UNUSED_PARAMS(__env, clazz)
	glObjectLabel(identifier, name, length, label);
}
예제 #19
0
static inline bool r_create_program(const char *id, const char *vss,
	const char *fss, uint *vs, uint *fs, uint *prog) {
	OPENGL_EVENT_BEGIN(0, __PRETTY_FUNCTION__);

	*vs = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
	*fs = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
	// shut up compiler...
	glShaderSourceARB(*vs, 1, (const char **)&vss, NULL);
	glShaderSourceARB(*fs, 1, (const char **)&fss, NULL);

	// compile vertex shader
	glCompileShaderARB(*vs);
	if (!r_shader_check(*vs, GL_OBJECT_COMPILE_STATUS_ARB, id,
		"vertex shader compilation")) {
		OPENGL_EVENT_END();

		return false;
	}

	// compile fragment shader
	glCompileShaderARB(*fs);
	if (!r_shader_check(*fs, GL_OBJECT_COMPILE_STATUS_ARB, id,
		"fragment shader compilation")) {
		OPENGL_EVENT_END();

		return false;
	}

	// link the program together
	*prog = glCreateProgramObjectARB();
	glAttachObjectARB(*prog, *vs);
	glAttachObjectARB(*prog, *fs);
	glLinkProgramARB(*prog);
	if (!r_shader_check(*prog, GL_OBJECT_LINK_STATUS_ARB, id,
		"GPU program linking")) {
		OPENGL_EVENT_END();

		return false;
	}

	// validate the program
	glValidateProgramARB(*prog);
	if (!r_shader_check(*prog, GL_OBJECT_VALIDATE_STATUS_ARB, id,
		"GPU program validation")) {
		OPENGL_EVENT_END();

		return false;
	}

#if OPENGL_DEBUG
	if (GLEW_KHR_debug) {
		glObjectLabel(GL_SHADER, *vs, -1, id);
		glObjectLabel(GL_SHADER, *fs, -1, id);
		glObjectLabel(GL_PROGRAM, *prog, -1, id);
	}
#endif

	OPENGL_EVENT_END();

	return true;
}
예제 #20
0
void opengl_set_object_label(GLenum type, GLuint handle, const SCP_string& name) {
	if (GLAD_GL_KHR_debug) {
		glObjectLabel(type, handle, (GLsizei) name.size(), name.c_str());
	}
}
예제 #21
0
void ae3d::Texture2D::Load( const FileSystem::FileContentsData& fileContents, TextureWrap aWrap, TextureFilter aFilter, Mipmaps aMipmaps, float aAnisotropy )
{
    filter = aFilter;
    wrap = aWrap;
    mipmaps = aMipmaps;
    anisotropy = aAnisotropy;
    
    if (!fileContents.isLoaded)
    {
        *this = Texture2DGlobal::defaultTexture;
        return;
    }
    
    const bool isCached = Texture2DGlobal::pathToCachedTexture.find( fileContents.path ) != Texture2DGlobal::pathToCachedTexture.end();

    if (isCached && handle == 0)
    {
        *this = Texture2DGlobal::pathToCachedTexture[ fileContents.path ];
        return;
    }
    
    // First load.
    if (handle == 0)
    {
        handle = GfxDevice::CreateTextureId();
        
        if (GfxDevice::HasExtension( "KHR_debug" ))
        {
            glObjectLabel( GL_TEXTURE, handle, (GLsizei)fileContents.path.size(), fileContents.path.c_str() );
        }
        
        fileWatcher.AddFile( fileContents.path, TexReload );
    }

    glBindTexture( GL_TEXTURE_2D, handle );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter == TextureFilter::Nearest ? GL_NEAREST : (mipmaps == Mipmaps::Generate ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR ) );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter == TextureFilter::Nearest ? GL_NEAREST : GL_LINEAR );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap == TextureWrap::Repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE );
    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap == TextureWrap::Repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE );

    if (GfxDevice::HasExtension( "GL_EXT_texture_filter_anisotropic" ) && anisotropy > 1)
    {
        glTexParameterf( GL_TEXTURE_2D, 0x84FE/*GL_TEXTURE_MAX_ANISOTROPY_EXT*/, anisotropy );
    }

    const bool isDDS = fileContents.path.find( ".dds" ) != std::string::npos || fileContents.path.find( ".DDS" ) != std::string::npos;
    
    if (HasStbExtension( fileContents.path ))
    {
        LoadSTB( fileContents );
    }
    else if (isDDS)
    {
        LoadDDS( fileContents.path.c_str() );
    }

    if (mipmaps == Mipmaps::Generate)
    {
        glGenerateMipmap( GL_TEXTURE_2D );
    }

    Texture2DGlobal::pathToCachedTexture[ fileContents.path ] = *this;
#if DEBUG
    Texture2DGlobal::pathToCachedTextureSizeInBytes[ fileContents.path ] = static_cast< std::size_t >(width * height * 4 * (mipmaps == Mipmaps::Generate ? 1.0f : 1.33333f));
    //Texture2DGlobal::PrintMemoryUsage();
#endif
}
예제 #22
0
파일: C4Shader.cpp 프로젝트: 772/openclonk
bool C4Shader::Init(const char *szWhat, const char **szUniforms)
{
#ifndef USE_CONSOLE
	// No support?
	if(!GLEW_ARB_fragment_program)
	{
		Log("  gl: no shader support!");
		return false;
	}

	// Clear old shader first
	if (hProg) Clear();
#endif

	StdStrBuf VertexShader = Build(VertexSlices, true),
		FragmentShader = Build(FragmentSlices, true);

	// Dump
	if (C4Shader::IsLogging())
	{
		ShaderLogF("******** Vertex shader for %s:", szWhat);
		ShaderLog(VertexShader.getData());
		ShaderLogF("******** Fragment shader for %s:", szWhat);
		ShaderLog(FragmentShader.getData());
	}

#ifndef USE_CONSOLE
	// Attempt to create shaders
	hVert = Create(GL_VERTEX_SHADER_ARB,
				   FormatString("%s vertex shader", szWhat).getData(),
				   VertexShader.getData());
	hFrag = Create(GL_FRAGMENT_SHADER_ARB,
				   FormatString("%s fragment shader", szWhat).getData(),
				   FragmentShader.getData());
	if(!hFrag || !hVert)
		return false;

	// Link program
	hProg = glCreateProgramObjectARB();
#ifdef GL_KHR_debug
	if (glObjectLabel)
		glObjectLabel(GL_PROGRAM, hProg, -1, szWhat);
#endif
	glAttachObjectARB(hProg, hVert);
	glAttachObjectARB(hProg, hFrag);
	// Bind all input variables
	for (int i = 0; i <= VAI_BoneWeightsMax - VAI_BoneWeights; ++i)
	{
		glBindAttribLocation(hProg, VAI_BoneWeights + i, FormatString("oc_BoneWeights%d", i).getData());
		glBindAttribLocation(hProg, VAI_BoneIndices + i, FormatString("oc_BoneIndices%d", i).getData());
	}
	glLinkProgramARB(hProg);

	// Link successful?
	DumpInfoLog(FormatString("%s shader program", szWhat).getData(), hProg);
	if(GetObjectStatus(hProg, GL_OBJECT_LINK_STATUS_ARB) != 1) {
		Clear();
		ShaderLogF("  gl: Failed to link %s shader!", szWhat);
		return false;
	}
	ShaderLogF("  gl: %s shader linked successfully", szWhat);

	// Okay, allocate uniform array
	iUniformCount = 0;
	while (szUniforms[iUniformCount])
		iUniformCount++;
	pUniforms = new GLint[iUniformCount];

	// Get uniform locations. Note this is expected to fail for a few of them
	// because the respective uniforms got optimized out!
	for (int i = 0; i < iUniformCount; i++)
		pUniforms[i] = glGetUniformLocationARB(hProg, szUniforms[i]);
#endif

	return true;
}
예제 #23
0
// Read/compile/link shaders
SHADER_MODE pie_LoadShader(const char *programName, const char *vertexPath, const char *fragmentPath,
	const std::vector<std::string> &uniformNames)
{
	pie_internal::SHADER_PROGRAM program;
	GLint status;
	bool success = true; // Assume overall success
	char *buffer[2];

	program.program = glCreateProgram();
	glBindAttribLocation(program.program, 0, "vertex");
	glBindAttribLocation(program.program, 1, "vertexTexCoord");
	glBindAttribLocation(program.program, 2, "vertexColor");
	ASSERT_OR_RETURN(SHADER_NONE, program.program, "Could not create shader program!");

	*buffer = (char *)"";

	if (vertexPath)
	{
		success = false; // Assume failure before reading shader file

		if ((*(buffer + 1) = readShaderBuf(vertexPath)))
		{
			GLuint shader = glCreateShader(GL_VERTEX_SHADER);

			glShaderSource(shader, 2, (const char **)buffer, nullptr);
			glCompileShader(shader);

			// Check for compilation errors
			glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
			if (!status)
			{
				debug(LOG_ERROR, "Vertex shader compilation has failed [%s]", vertexPath);
				printShaderInfoLog(LOG_ERROR, shader);
			}
			else
			{
				printShaderInfoLog(LOG_3D, shader);
				glAttachShader(program.program, shader);
				success = true;
			}
			if (GLEW_VERSION_4_3 || GLEW_KHR_debug)
			{
				glObjectLabel(GL_SHADER, shader, -1, vertexPath);
			}
			free(*(buffer + 1));
		}
	}

	if (success && fragmentPath)
	{
		success = false; // Assume failure before reading shader file

		if ((*(buffer + 1) = readShaderBuf(fragmentPath)))
		{
			GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);

			glShaderSource(shader, 2, (const char **)buffer, nullptr);
			glCompileShader(shader);

			// Check for compilation errors
			glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
			if (!status)
			{
				debug(LOG_ERROR, "Fragment shader compilation has failed [%s]", fragmentPath);
				printShaderInfoLog(LOG_ERROR, shader);
			}
			else
			{
				printShaderInfoLog(LOG_3D, shader);
				glAttachShader(program.program, shader);
				success = true;
			}
			if (GLEW_VERSION_4_3 || GLEW_KHR_debug)
			{
				glObjectLabel(GL_SHADER, shader, -1, fragmentPath);
			}
			free(*(buffer + 1));
		}
	}

	if (success)
	{
		glLinkProgram(program.program);

		// Check for linkage errors
		glGetProgramiv(program.program, GL_LINK_STATUS, &status);
		if (!status)
		{
			debug(LOG_ERROR, "Shader program linkage has failed [%s, %s]", vertexPath, fragmentPath);
			printProgramInfoLog(LOG_ERROR, program.program);
			success = false;
		}
		else
		{
			printProgramInfoLog(LOG_3D, program.program);
		}
		if (GLEW_VERSION_4_3 || GLEW_KHR_debug)
		{
			glObjectLabel(GL_PROGRAM, program.program, -1, programName);
		}
	}
	GLuint p = program.program;
	std::transform(uniformNames.begin(), uniformNames.end(),
		std::back_inserter(program.locations),
		[p](const std::string name) { return glGetUniformLocation(p, name.data()); });

	getLocs(&program);
	glUseProgram(0);

	pie_internal::shaderProgram.push_back(program);

	return SHADER_MODE(pie_internal::shaderProgram.size() - 1);
}
JNIEXPORT void JNICALL Java_org_lwjgl_opengles_GLES32_nglObjectLabel(JNIEnv *__env, jclass clazz, jint identifier, jint name, jint length, jlong labelAddress) {
    glObjectLabelPROC glObjectLabel = (glObjectLabelPROC)tlsGetFunction(323);
    intptr_t label = (intptr_t)labelAddress;
    UNUSED_PARAM(clazz)
    glObjectLabel(identifier, name, length, label);
}
예제 #25
0
파일: debug.hpp 프로젝트: juantresde/gl
void set_object_label     (const type& object     , const std::string& label)
{
  glObjectLabel(type::native_type, object.id(), label.size(), label.data());
}
예제 #26
0
void C4ParticleChunk::Draw(C4TargetFacet cgo, C4Object *obj, C4ShaderCall& call, int texUnit, const StdProjectionMatrix& modelview)
{
	if (particleCount == 0) return;
	const int stride = sizeof(C4Particle::DrawingData::Vertex);
	assert(sourceDefinition && "No source definition assigned to particle chunk.");
	C4TexRef *textureRef = &sourceDefinition->Gfx.GetFace().textures[0];
	assert(textureRef != 0 && "Particle definition had no texture assigned.");

	// use a relative offset?
	// (note the normal matrix is unaffected by this)
	if ((attachment & C4ATTACH_MoveRelative) && (obj != 0))
	{
		StdProjectionMatrix new_modelview(modelview);
		Translate(new_modelview, fixtof(obj->GetFixedX()), fixtof(obj->GetFixedY()), 0.0f);
		call.SetUniformMatrix4x4(C4SSU_ModelViewMatrix, new_modelview);
	}
	else
	{
		call.SetUniformMatrix4x4(C4SSU_ModelViewMatrix, modelview);
	}

	// enable additive blending for particles with that blit mode
	glBlendFunc(GL_SRC_ALPHA, (blitMode & C4GFXBLIT_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA);

	glActiveTexture(texUnit);
	glBindTexture(GL_TEXTURE_2D, textureRef->texName);

	// generate the buffer as necessary
	if (drawingDataVertexBufferObject == 0)
	{
		// clear up old data
		ClearBufferObjects();
		// generate new buffer objects
		glGenBuffers(1, &drawingDataVertexBufferObject);
		assert (drawingDataVertexBufferObject != 0 && "Could not generate OpenGL buffer object.");
		// Immediately bind the buffer.
		// glVertexAttribPointer requires a valid GL_ARRAY_BUFFER to be bound and we need the buffer to be created for glObjectLabel.
		glBindBuffer(GL_ARRAY_BUFFER, drawingDataVertexBufferObject);

#ifdef GL_KHR_debug
		if (glObjectLabel)
			glObjectLabel(GL_BUFFER, drawingDataVertexBufferObject, -1, "<particles>/VBO");
#endif

		// generate new VAO ID
		drawingDataVertexArraysObject = pGL->GenVAOID();
		assert (drawingDataVertexArraysObject != 0 && "Could not generate a VAO ID.");
	}


	// Push the new vertex data
	glBindBuffer(GL_ARRAY_BUFFER, drawingDataVertexBufferObject);
	glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(C4Particle::DrawingData::Vertex) * particleCount, &vertexCoordinates[0], GL_DYNAMIC_DRAW);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	// set up the vertex array structure
	GLuint vao;
	const bool has_vao = pGL->GetVAO(drawingDataVertexArraysObject, vao);
	glBindVertexArray(vao);

	assert ((drawingDataVertexBufferObject != 0) && "No buffer object has been created yet.");
	assert ((drawingDataVertexArraysObject != 0) && "No vertex arrays object has been created yet.");

	if (!has_vao)
	{
		glBindBuffer(GL_ARRAY_BUFFER, drawingDataVertexBufferObject);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ::Particles.GetIBO());
#ifdef GL_KHR_debug
		if (glObjectLabel)
			glObjectLabel(GL_VERTEX_ARRAY, vao, -1, "<particles>/VAO");
#endif

		glEnableVertexAttribArray(call.GetAttribute(C4SSA_Position));
		glEnableVertexAttribArray(call.GetAttribute(C4SSA_Color));
		glEnableVertexAttribArray(call.GetAttribute(C4SSA_TexCoord));
		glVertexAttribPointer(call.GetAttribute(C4SSA_Position), 2, GL_FLOAT, GL_FALSE, stride, reinterpret_cast<GLvoid*>(offsetof(C4Particle::DrawingData::Vertex, x)));
		glVertexAttribPointer(call.GetAttribute(C4SSA_TexCoord), 2, GL_FLOAT, GL_FALSE, stride, reinterpret_cast<GLvoid*>(offsetof(C4Particle::DrawingData::Vertex, u)));
		glVertexAttribPointer(call.GetAttribute(C4SSA_Color), 4, GL_FLOAT, GL_FALSE, stride, reinterpret_cast<GLvoid*>(offsetof(C4Particle::DrawingData::Vertex, r)));
	}

	glDrawElements(GL_TRIANGLE_STRIP, static_cast<GLsizei> (5 * particleCount), GL_UNSIGNED_INT, 0);

	// reset buffer data
	glBindVertexArray(0);
}
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL43_nglObjectLabel(JNIEnv *env, jclass clazz, jint identifier, jint name, jint length, jlong label, jlong function_pointer) {
	const GLchar *label_address = (const GLchar *)(intptr_t)label;
	glObjectLabelPROC glObjectLabel = (glObjectLabelPROC)((intptr_t)function_pointer);
	glObjectLabel(identifier, name, length, label_address);
}
예제 #28
0
// Read/compile/link shaders
GLuint pie_LoadShader(const char *programName, const char *vertexPath, const char *fragmentPath)
{
	SHADER_PROGRAM program;
	GLint status;
	bool success = true; // Assume overall success
	char *buffer[2];

	memset(&program, 0, sizeof(program));

	program.program = glCreateProgram();
	ASSERT_OR_RETURN(false, program.program, "Could not create shader program!");

	*buffer = (char *)"";

	if (vertexPath)
	{
		success = false; // Assume failure before reading shader file

		if ((*(buffer + 1) = readShaderBuf(vertexPath)))
		{
			GLuint shader = glCreateShader(GL_VERTEX_SHADER);

			glShaderSource(shader, 2, (const char **)buffer, NULL);
			glCompileShader(shader);

			// Check for compilation errors
			glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
			if (!status)
			{
				debug(LOG_ERROR, "Vertex shader compilation has failed [%s]", vertexPath);
				printShaderInfoLog(LOG_ERROR, shader);
			}
			else
			{
				printShaderInfoLog(LOG_3D, shader);
				glAttachShader(program.program, shader);
				success = true;
			}
			if (GLEW_VERSION_4_3 || GLEW_KHR_debug)
			{
				glObjectLabel(GL_SHADER, shader, -1, vertexPath);
			}
			free(*(buffer + 1));
		}
	}

	if (success && fragmentPath)
	{
		success = false; // Assume failure before reading shader file

		if ((*(buffer + 1) = readShaderBuf(fragmentPath)))
		{
			GLuint shader = glCreateShader(GL_FRAGMENT_SHADER);

			glShaderSource(shader, 2, (const char **)buffer, NULL);
			glCompileShader(shader);

			// Check for compilation errors
			glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
			if (!status)
			{
				debug(LOG_ERROR, "Fragment shader compilation has failed [%s]", fragmentPath);
				printShaderInfoLog(LOG_ERROR, shader);
			}
			else
			{
				printShaderInfoLog(LOG_3D, shader);
				glAttachShader(program.program, shader);
				success = true;
			}
			if (GLEW_VERSION_4_3 || GLEW_KHR_debug)
			{
				glObjectLabel(GL_SHADER, shader, -1, fragmentPath);
			}
			free(*(buffer + 1));
		}
	}

	if (success)
	{
		glLinkProgram(program.program);

		// Check for linkage errors
		glGetProgramiv(program.program, GL_LINK_STATUS, &status);
		if (!status)
		{
			debug(LOG_ERROR, "Shader program linkage has failed [%s, %s]", vertexPath, fragmentPath);
			printProgramInfoLog(LOG_ERROR, program.program);
			success = false;
		}
		else
		{
			printProgramInfoLog(LOG_3D, program.program);
		}
		if (GLEW_VERSION_4_3 || GLEW_KHR_debug)
		{
			glObjectLabel(GL_PROGRAM, program.program, -1, programName);
		}
	}

	getLocs(&program);
	glUseProgram(0);

	shaderProgram.append(program);

	return shaderProgram.size() - 1;
}