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/*
* Copyright (c) 2008-2016, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#pragma once
#include "Common.h"
#include "ConstantBuffers.h"
#if _DEBUG
#include <stdio.h>
#endif
#define GLSL_VERSION_150\
(char *)"#version 150\n"
#define GLSL_VERSION_300ES\
(char *)"#version 300 es\n#extension GL_EXT_geometry_shader : enable\n"
namespace GFSDK
{
namespace SSAO
{
namespace GL
{
//--------------------------------------------------------------------------
class GLSLProgram
{
public:
GLSLProgram()
: m_Program(0)
, m_VS(0)
, m_GS(0)
, m_FS(0)
{
}
void Create(const GFSDK_SSAO_GLFunctions& GL, const char *pVertexShaderGLSL, const char *pFragmentShaderGLSL)
{
m_Program = CompileProgram(GL, pVertexShaderGLSL, pFragmentShaderGLSL);
}
void Create(const GFSDK_SSAO_GLFunctions& GL, const char *pVertexShaderGLSL, const char *pGeometryShaderGLSL, const char *pFragmentShaderGLSL)
{
m_Program = CompileProgram(GL, pVertexShaderGLSL, pGeometryShaderGLSL, pFragmentShaderGLSL);
}
static void DeleteShader(const GFSDK_SSAO_GLFunctions& GL, GLuint& Shader)
{
if (Shader)
{
GL.glDeleteShader(Shader);
Shader = 0;
}
}
static void DeleteProgram(const GFSDK_SSAO_GLFunctions& GL, GLuint& Program)
{
if (Program)
{
GL.glDeleteProgram(Program);
Program = 0;
}
}
void Release(const GFSDK_SSAO_GLFunctions& GL)
{
DeleteShader(GL, m_VS);
DeleteShader(GL, m_GS);
DeleteShader(GL, m_FS);
DeleteProgram(GL, m_Program);
}
void Enable(const GFSDK_SSAO_GLFunctions& GL)
{
GL.glUseProgram(m_Program);
}
protected:
static void CheckCompileError(const GFSDK_SSAO_GLFunctions& GL, GLuint Shader)
{
GLint Compiled = 0;
GL.glGetShaderiv(Shader, GL_COMPILE_STATUS, &Compiled);
ASSERT_GL_ERROR(GL);
#if _DEBUG
char temp[1024];
GL.glGetShaderInfoLog(Shader, sizeof(temp), 0, temp);
if (!Compiled || strstr(temp, "deprecated"))
{
fprintf(stderr, "%s\n", temp);
ASSERT(0);
}
#endif
THROW_IF(!Compiled);
}
static void CheckLinkError(const GFSDK_SSAO_GLFunctions& GL, GLuint Program)
{
GLint Linked = 0;
GL.glGetProgramiv(Program, GL_LINK_STATUS, &Linked);
ASSERT_GL_ERROR(GL);
#if _DEBUG
char temp[1024];
GL.glGetProgramInfoLog(Program, sizeof(temp), 0, temp);
if (!Linked || strstr(temp, "deprecated"))
{
fprintf(stderr, "%s\n", temp);
ASSERT(0);
}
#endif
THROW_IF(!Linked);
}
static GLuint AttachShader(const GFSDK_SSAO_GLFunctions& GL, GLuint Program, GLenum ShaderType, const char *ShaderSource)
{
GLuint Shader = GL.glCreateShader(ShaderType);
const GLchar *VersionDirective = "#version";
if (!strncmp(ShaderSource, VersionDirective, strlen(VersionDirective)))
{
GL.glShaderSource(Shader, 1, &ShaderSource, 0);
}
else
{
#if USE_GLES
const GLchar* ShaderVersion = GLSL_VERSION_300ES;
#else
const GLchar* ShaderVersion = GLSL_VERSION_150;
#endif
const GLchar* Strings[] = { ShaderVersion, ShaderSource };
GL.glShaderSource(Shader, SIZEOF_ARRAY(Strings), Strings, 0);
}
GL.glCompileShader(Shader);
CheckCompileError(GL, Shader);
GL.glAttachShader(Program, Shader);
return Shader;
}
GLuint CompileProgram(const GFSDK_SSAO_GLFunctions& GL, const char *pVertexShaderGLSL, const char *pFragmentShaderGLSL)
{
GLuint Program = GL.glCreateProgram();
m_VS = AttachShader(GL, Program, GL_VERTEX_SHADER, pVertexShaderGLSL);
m_FS = AttachShader(GL, Program, GL_FRAGMENT_SHADER, pFragmentShaderGLSL);
for (GLuint ColorIndex = 0; ColorIndex < 8; ++ColorIndex)
{
char VariableName[32];
snprintf(VariableName, sizeof(VariableName), "PixOutput%d", ColorIndex);
GL.glBindFragDataLocation(Program, ColorIndex, VariableName);
ASSERT_GL_ERROR(GL);
}
GL.glLinkProgram(Program);
CheckLinkError(GL, Program);
return Program;
}
GLuint CompileProgram(const GFSDK_SSAO_GLFunctions& GL, const char *pVertexShaderGLSL, const char* pGeometryShaderGLSL, const char *pFragmentShaderGLSL)
{
GLuint Program = GL.glCreateProgram();
m_VS = AttachShader(GL, Program, GL_VERTEX_SHADER, pVertexShaderGLSL);
m_GS = AttachShader(GL, Program, GL_GEOMETRY_SHADER, pGeometryShaderGLSL);
m_FS = AttachShader(GL, Program, GL_FRAGMENT_SHADER, pFragmentShaderGLSL);
GL.glLinkProgram(Program);
CheckLinkError(GL, Program);
return Program;
}
GLint GetUniformLocation(const GFSDK_SSAO_GLFunctions& GL, const char* pUniform)
{
GLint Result = GL.glGetUniformLocation(m_Program, pUniform);
return Result;
}
GLuint GetUniformBlockIndex(const GFSDK_SSAO_GLFunctions& GL, const char* UniformBlock)
{
GLuint Result = GL.glGetUniformBlockIndex(m_Program, UniformBlock);
return Result;
}
void SetTexture(const GFSDK_SSAO_GLFunctions& GL, GLenum Target, GLint UniformLocation, GLint TexId, GLint TexUnit, GLint Filter = GL_NEAREST, GLint WrapMode = GL_CLAMP_TO_EDGE)
{
ASSERT(UniformLocation != -1);
GL.glUseProgram(m_Program);
GL.glUniform1i(UniformLocation, TexUnit);
GL.glActiveTexture(GL_TEXTURE0 + TexUnit);
GL.glBindTexture(Target, TexId);
if (Target != GL_TEXTURE_2D_MULTISAMPLE)
{
GL.glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, Filter);
GL.glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, Filter);
GL.glTexParameteri(Target, GL_TEXTURE_WRAP_S, WrapMode);
GL.glTexParameteri(Target, GL_TEXTURE_WRAP_T, WrapMode);
}
if (WrapMode == GL_CLAMP_TO_BORDER)
{
const GLfloat BorderColor[4] = { -FLT_MAX };
GL.glTexParameterfv(Target, GL_TEXTURE_BORDER_COLOR, BorderColor);
}
ASSERT_GL_ERROR(GL);
}
protected:
GLuint m_Program;
GLuint m_VS;
GLuint m_GS;
GLuint m_FS;
};
} // namespace GL
} // namespace SSAO
} // namespace GFSDK
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