openspades/Sources/Draw/GLProgramManager.cpp
2013-09-16 13:29:55 +09:00

157 lines
4.5 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades 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.
OpenSpades 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 OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GLProgramManager.h"
#include "../Core/FileManager.h"
#include "../Core/Math.h"
#include "GLProgram.h"
#include "GLShader.h"
#include "../Core/Exception.h"
#include "../Core/Debug.h"
#include "GLShadowShader.h"
#include "GLDynamicLightShader.h"
#include "IGLShadowMapRenderer.h"
#include "GLShadowMapShader.h"
#include "../Core/Stopwatch.h"
namespace spades {
namespace draw {
GLProgramManager::GLProgramManager(IGLDevice *d,
IGLShadowMapRenderer *smr):
device(d), shadowMapRenderer(smr){
SPADES_MARK_FUNCTION();
}
GLProgramManager::~GLProgramManager() {
SPADES_MARK_FUNCTION();
for(std::map<std::string, GLProgram *>::iterator it = programs.begin(); it != programs.end(); it++){
delete it->second;
}
for(std::map<std::string, GLShader *>::iterator it = shaders.begin(); it != shaders.end(); it++){
delete it->second;
}
}
GLProgram *GLProgramManager::RegisterProgram(const std::string &name) {
SPADES_MARK_FUNCTION();
std::map<std::string, GLProgram *>::iterator it;
it = programs.find(name);
if(it == programs.end()){
GLProgram *prog = CreateProgram(name);
programs[name] = prog;
return prog;
}else{
return it->second;
}
}
GLShader *GLProgramManager::RegisterShader(const std::string &name) {
SPADES_MARK_FUNCTION();
std::map<std::string, GLShader *>::iterator it;
it = shaders.find(name);
if(it == shaders.end()){
GLShader *prog = CreateShader(name);
shaders[name] = prog;
return prog;
}else{
return it->second;
}
}
GLProgram *GLProgramManager::CreateProgram(const std::string &name) {
SPADES_MARK_FUNCTION();
SPLog("Loading GLSL program '%s'", name.c_str());
std::string text = FileManager::ReadAllBytes(name.c_str());
std::vector<std::string> lines = SplitIntoLines(text);
GLProgram *p = new GLProgram(device, name);
for(size_t i = 0; i < lines.size(); i++){
std::string text = TrimSpaces(lines[i]);
if(text.empty())
break;
if(text == "*shadow*"){
std::vector<GLShader *> shaders = GLShadowShader::RegisterShader(this);
for(size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
}else if(text == "*shadow-variance*"){
std::vector<GLShader *> shaders = GLShadowShader::RegisterShader(this, true);
for(size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
}else if(text == "*dlight*"){
std::vector<GLShader *> shaders = GLDynamicLightShader::RegisterShader(this);
for(size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
}else if(text == "*shadowmap*"){
std::vector<GLShader *> shaders = GLShadowMapShader::RegisterShader(this);
for(size_t i = 0; i < shaders.size(); i++)
p->Attach(shaders[i]);
continue;
}else if(text[0] == '*'){
SPRaise("Unknown special shader: %s",text.c_str());
}
GLShader *s = CreateShader(text);
p->Attach(s);
}
Stopwatch sw;
p->Link();
SPLog("Successfully linked GLSL program '%s' in %.3fms", name.c_str(), sw.GetTime() * 1000.);
//p->Validate();
return p;
}
GLShader *GLProgramManager::CreateShader(const std::string &name) {
SPADES_MARK_FUNCTION();
SPLog("Loading GLSL shader '%s'", name.c_str());
std::string text = FileManager::ReadAllBytes(name.c_str());
GLShader::Type type;
if(name.find(".fs") != std::string::npos)
type = GLShader::FragmentShader;
else if(name.find(".vs") != std::string::npos)
type = GLShader::VertexShader;
else
SPRaise("Failed to determine the type of a shader: %s",
name.c_str());
GLShader *s = new GLShader(device, type);
s->AddSource(text);
Stopwatch sw;
s->Compile();
SPLog("Successfully compiled GLSL program '%s' in %.3fms", name.c_str(),
sw.GetTime() * 1000.);
return s;
}
}
}