/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/impl/CGProgram.h" #ifdef HPL1_USE_OPENGL #include "hpl1/engine/impl/SDLTexture.h" #include "hpl1/engine/system/low_level_system.h" #include "hpl1/engine/math/Math.h" #include "hpl1/engine/system/String.h" #include "common/array.h" #include "common/str.h" #include "hpl1/debug.h" #include "math/matrix4.h" namespace hpl { static OpenGL::Shader *createShader(const char *vertex, const char *fragment) { const char *attributes[] = {nullptr}; return OpenGL::Shader::fromFiles(vertex, fragment, attributes); } static void setSamplers(OpenGL::Shader *shader) { shader->use(); shader->setUniform("tex0", 0); shader->setUniform("tex1", 1); shader->setUniform("tex2", 2); shader->setUniform("tex3", 3); shader->setUniform("tex4", 4); shader->setUniform("tex5", 5); shader->setUniform("tex6", 6); shader->unbind(); } cCGProgram::cCGProgram(const tString &vertex, const tString &fragment) : iGpuProgram(vertex + " " + fragment), _shader(createShader(vertex.c_str(), fragment.c_str())) { setSamplers(_shader); } cCGProgram::~cCGProgram() { delete _shader; } //----------------------------------------------------------------------- bool cCGProgram::reload() { return false; } //----------------------------------------------------------------------- void cCGProgram::unload() { } //----------------------------------------------------------------------- void cCGProgram::destroy() { delete _shader; } //----------------------------------------------------------------------- void cCGProgram::Bind() { Hpl1::logInfo(Hpl1::kDebugShaders, "binding shader %s\n", GetName().c_str()); _shader->use(); } //----------------------------------------------------------------------- void cCGProgram::UnBind() { Hpl1::logInfo(Hpl1::kDebugShaders, "unbinding shader %s\n", GetName().c_str()); _shader->unbind(); } //----------------------------------------------------------------------- bool cCGProgram::SetFloat(const tString &asName, float afX) { _shader->setUniform1f(asName.c_str(), afX); return true; } //----------------------------------------------------------------------- bool cCGProgram::SetVec2f(const tString &asName, float afX, float afY) { _shader->setUniform(asName.c_str(), {afX, afY}); return true; } //----------------------------------------------------------------------- bool cCGProgram::SetVec3f(const tString &asName, float afX, float afY, float afZ) { _shader->setUniform(asName.c_str(), {afX, afY, afZ}); return true; } //----------------------------------------------------------------------- bool cCGProgram::SetVec4f(const tString &asName, float afX, float afY, float afZ, float afW) { _shader->setUniform(asName.c_str(), {afX, afY, afZ, afW}); return true; } //----------------------------------------------------------------------- bool cCGProgram::SetMatrixf(const tString &asName, const cMatrixf &mMtx) { Math::Matrix4 mat4; mat4.setData(mMtx.v); mat4.transpose(); _shader->setUniform(asName.c_str(), mat4); return true; } //----------------------------------------------------------------------- bool cCGProgram::SetMatrixf(const tString &asName, eGpuProgramMatrix mType, eGpuProgramMatrixOp mOp) { if (mType != eGpuProgramMatrix_ViewProjection) error("unsupported shader matrix %d", mOp); Math::Matrix4 modelView, projection; glGetFloatv(GL_PROJECTION_MATRIX, projection.getData()); glGetFloatv(GL_MODELVIEW_MATRIX, modelView.getData()); _shader->setUniform(asName.c_str(), modelView * projection); return true; } } // namespace hpl #endif // HPL1_USE_OPENGL