#include // strlen #include #include #include #include "RenderModule.h" #include "RenderUtils.h" #include "Globals.h" using namespace SimpleMath; // // RenderProgram // RenderProgram::~RenderProgram() { if (mProgramId > 0) glDeleteProgram(mProgramId); } bool RenderProgram::Load() { // Create the shaders GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); // Read the Vertex Shader code from the file std::string VertexShaderCode; std::ifstream VertexShaderStream(mVertexShaderFilename.c_str(), std::ios::in); if(VertexShaderStream.is_open()){ std::stringstream sstr; sstr << VertexShaderStream.rdbuf(); VertexShaderCode = sstr.str(); VertexShaderStream.close(); }else{ gLog("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !", mVertexShaderFilename.c_str()); getchar(); return false; } // Read the Fragment Shader code from the file std::string FragmentShaderCode; std::ifstream FragmentShaderStream(mFragmentShaderFilename.c_str(), std::ios::in); if(FragmentShaderStream.is_open()){ std::stringstream sstr; sstr << FragmentShaderStream.rdbuf(); FragmentShaderCode = sstr.str(); FragmentShaderStream.close(); } GLint Result = GL_FALSE; int InfoLogLength; // Compile Vertex Shader gLog("Compiling shader : %s", mVertexShaderFilename.c_str()); char const * VertexSourcePointer = VertexShaderCode.c_str(); glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); glCompileShader(VertexShaderID); // Check Vertex Shader glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector VertexShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]); gLog("%s", &VertexShaderErrorMessage[0]); } // Compile Fragment Shader gLog("Compiling shader : %s", mFragmentShaderFilename.c_str()); char const * FragmentSourcePointer = FragmentShaderCode.c_str(); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); glCompileShader(FragmentShaderID); // Check Fragment Shader glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector FragmentShaderErrorMessage(InfoLogLength+1); glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]); gLog("%s", &FragmentShaderErrorMessage[0]); } // Link the program gLog("Linking program"); GLuint ProgramID = glCreateProgram(); glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, FragmentShaderID); glLinkProgram(ProgramID); // Check the program glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength); if ( InfoLogLength > 0 ){ std::vector ProgramErrorMessage(InfoLogLength+1); glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]); gLog("%s", &ProgramErrorMessage[0]); } glDetachShader(ProgramID, VertexShaderID); glDetachShader(ProgramID, FragmentShaderID); glDeleteShader(VertexShaderID); glDeleteShader(FragmentShaderID); mProgramId = ProgramID; return true; } // // RenderTarget // RenderTarget::RenderTarget(int width, int height, int flags) { mFlags = flags; Cleanup(); Resize(width, height); } RenderTarget::~RenderTarget() { Cleanup(); } void RenderTarget::Cleanup() { if (mFrameBufferId != -1) { glDeleteFramebuffers(1, &mFrameBufferId); mFrameBufferId = -1; } if (mColorTexture != -1) { glDeleteTextures(1, &mColorTexture); mColorTexture = -1; } if (mDepthTexture!= -1) { glDeleteTextures(1, &mDepthTexture); mDepthTexture = -1; } if (mDepthBuffer != -1) { glDeleteRenderbuffers(1, &mDepthBuffer); mDepthBuffer = -1; } } void RenderTarget::Resize(int width, int height) { if (width == mWidth || height == mHeight) return; Cleanup(); mWidth = width; mHeight = height; glGenFramebuffers(1, &mFrameBufferId); glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId); if (mFlags & EnableColor) { glGenTextures(1, &mColorTexture); glBindTexture(GL_TEXTURE_2D, mColorTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mColorTexture, 0); } if (mFlags & EnableDepthTexture) { assert((mFlags & EnableDepth) == false); glGenTextures(1, &mDepthTexture); glBindTexture(GL_TEXTURE_2D, mDepthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, mDepthTexture, 0); } else if (mFlags & EnableDepth) { assert((mFlags & EnableDepthTexture) == false); glGenRenderbuffers(1, &mDepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, mDepthBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, mWidth, mHeight); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer); } }