15std::string read(
const char *filename )
17 std::stringbuf source;
18 std::ifstream in(filename);
19 if(in.good() ==
false)
20 printf(
"[error] loading program '%s'...\n", filename);
22 printf(
"loading program '%s'...\n", filename);
30std::string prepare_source( std::string file,
const std::string& definitions )
40 size_t b= file.find(
"#version");
41 if(b != std::string::npos)
43 size_t e = file.find(
'\n', b );
44 if(e != std::string::npos)
46 version= file.substr(0, e +1);
49 if(file.find(
"#version") != std::string::npos)
51 printf(
"[error] found several #version directives. failed.\n");
58 printf(
"[error] no #version directive found. failed.\n");
63 if(definitions.empty() ==
false)
65 source.append(version);
66 source.append(definitions).append(
"\n");
71 source.append(version);
80const char *shader_string(
const GLenum type )
84 case GL_VERTEX_SHADER:
return "vertex shader";
85 case GL_FRAGMENT_SHADER:
return "fragment shader";
86 case GL_GEOMETRY_SHADER:
return "geometry shader";
88 case GL_TESS_CONTROL_SHADER:
return "control shader";
89 case GL_TESS_EVALUATION_SHADER:
return "evaluation shader";
92 case GL_COMPUTE_SHADER:
return "compute shader";
94 #ifdef GL_EXT_mesh_shader
95 case GL_MESH_SHADER_EXT:
return "mesh shader";
96 case GL_TASK_SHADER_EXT:
return "task mesh shader";
99 default:
return "shader";
104const char *shader_keys[] =
109 "TESSELATION_CONTROL",
110 "EVALUATION_CONTROL",
115const int shader_keys_max= 8;
118GLenum shader_types[] =
124 GL_TESS_CONTROL_SHADER,
125 GL_TESS_EVALUATION_SHADER,
135#ifdef GL_EXT_mesh_shader
145GLuint compile_shader(
const GLuint program,
const GLenum shader_type,
const std::string& source )
147 if(source.size() == 0 || shader_type == 0)
150 GLuint shader= glCreateShader(shader_type);
151 glAttachShader(program, shader);
153 const char *sources= source.c_str();
154 glShaderSource(shader, 1, &sources, NULL);
155 glCompileShader(shader);
158 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
159 return (status == GL_TRUE) ? shader : 0;
163int reload_program(
const GLuint program,
const char *filename,
const char *definitions )
170 glGetProgramiv(program, GL_ATTACHED_SHADERS, &shaders_max);
173 std::vector<GLuint> shaders(shaders_max, 0);
174 glGetAttachedShaders(program, shaders_max, NULL, &shaders.front());
175 for (
int i = 0; i < shaders_max; i++)
177 glDetachShader(program, shaders[i]);
178 glDeleteShader(shaders[i]);
183 glObjectLabel(GL_PROGRAM, program, -1, filename);
187 std::string common_source= read(filename);
188 for(
int i = 0; i < shader_keys_max; i++)
190 if(common_source.find(shader_keys[i]) != std::string::npos)
193 std::string source= prepare_source(common_source, std::string(definitions).append(
"#define ").append(shader_keys[i]).append(
"\n"));
194 GLuint shader= compile_shader(program, shader_types[i], source);
197 printf(
"[error] compiling %s...\n%s\n", shader_string(shader_types[i]), definitions);
202 glLinkProgram(program);
206 glGetProgramiv(program, GL_LINK_STATUS, &status);
207 if(status == GL_FALSE)
209 printf(
"[error] linking program %u '%s'...\n", program, filename);
214 glUseProgram(program);
220 GLuint program= glCreateProgram();
232 glGetProgramiv(program, GL_ATTACHED_SHADERS, &shaders_max);
236 std::vector<GLuint> shaders(shaders_max, 0);
237 glGetAttachedShaders(program, shaders_max, NULL, &shaders.front());
238 for(
int i= 0; i < shaders_max; i++)
240 glDetachShader(program, shaders[i]);
241 glDeleteShader(shaders[i]);
245 glDeleteProgram(program);
255 GLint status= GL_FALSE;
256 glGetProgramiv(program, GL_LINK_STATUS, &status);
259 #ifdef GL_VERSION_4_3
261 glGetObjectLabel(GL_PROGRAM, program,
sizeof(label),
nullptr, label);
263 if(status == GL_FALSE)
264 printf(
"program %u '%s' %s...\n", program, label, (status == GL_TRUE) ?
"ready" :
"not ready");
266 printf(
"program %u %s...\n", program, (status == GL_TRUE) ?
"ready" :
"not ready");
270 return (status == GL_TRUE);
279 glGetProgramiv(program, GL_LINK_STATUS, &status);
282 #ifdef GL_VERSION_4_3
284 glGetObjectLabel(GL_PROGRAM, program,
sizeof(label),
nullptr, label);
286 if(status == GL_FALSE)
287 printf(
"program %u '%s' %s...\n", program, label, (status == GL_TRUE) ?
"ready" :
"not ready");
289 printf(
"program %u %s...\n", program, (status == GL_TRUE) ?
"ready" :
"not ready");
293 return (status == GL_FALSE);
300void print_line( std::string& errors,
const char *source,
const int begin_id,
const int line_id )
304 for(
unsigned int i= 0; source[i] != 0; i++)
312 if(line >= begin_id && line <= line_id)
315 errors.push_back(
'0' + (line / 1000) % 10);
316 errors.push_back(
'0' + (line / 100) % 10);
317 errors.push_back(
'0' + (line / 10) % 10);
318 errors.push_back(
'0' + (line / 1) % 10);
323 if(line >= begin_id && line <= line_id)
325 if(source[i] ==
'\t')
328 errors.push_back(source[i]);
335int print_errors( std::string& errors,
const char *log,
const char *source )
337 printf(
"[error log]\n%s\n", log);
339 int first_error= INT_MAX;
342 for(
int i= 0; log[i] != 0; i++)
345 int string_id= 0, line_id= 0, position= 0;
346 if(sscanf(&log[i],
"%d ( %d ) : %n", &string_id, &line_id, &position) == 2
347 || sscanf(&log[i],
"%d : %d (%*d) : %n", &string_id, &line_id, &position) == 2
348 || sscanf(&log[i],
"ERROR : %d : %d : %n", &string_id, &line_id, &position) == 2
349 || sscanf(&log[i],
"WARNING : %d : %d : %n", &string_id, &line_id, &position) == 2)
351 if(string_id != last_string || line_id != last_line)
354 first_error= std::min(first_error, line_id);
358 print_line(errors, source, last_line +1, line_id);
363 for(i+= position; log[i] != 0; i++)
365 errors.push_back(log[i]);
370 last_string= string_id;
374 print_line(errors, source, last_line +1, 1000);
386 errors.append(
"[error] no program...\n");
391 glGetProgramiv(program, GL_LINK_STATUS, &status);
392 if(status == GL_TRUE)
395 int first_error= INT_MAX;
398 glGetProgramiv(program, GL_ATTACHED_SHADERS, &shaders_max);
401 errors.append(
"[error] no shaders...\n");
405 std::vector<GLuint> shaders(shaders_max, 0);
406 glGetAttachedShaders(program, shaders_max, NULL, &shaders.front());
407 for(
int i= 0; i < shaders_max; i++)
410 glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &value);
411 if(value == GL_FALSE)
414 glGetShaderiv(shaders[i], GL_INFO_LOG_LENGTH, &value);
415 std::vector<char>log(value+1, 0);
416 glGetShaderInfoLog(shaders[i], (GLsizei) log.size(), NULL, &log.front());
419 glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &value);
420 std::vector<char> source(value+1, 0);
421 glGetShaderSource(shaders[i], (GLsizei) source.size(), NULL, &source.front());
423 glGetShaderiv(shaders[i], GL_SHADER_TYPE, &value);
424 errors.append(
"[error] compiling ").append(shader_string(value)).append(
"...\n");
427 int last_error= print_errors(errors, &log.front(), &source.front());
428 first_error= std::min(first_error, last_error);
435 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &value);
437 std::vector<char>log(value+1, 0);
438 glGetProgramInfoLog(program, (GLsizei) log.size(), NULL, &log.front());
440 errors.append(
"[error] linking program...\n").append(log.begin(), log.end());
450 if(errors.size() > 0)
451 printf(
"%s\n", errors.c_str());
void printf(Text &text, const int px, const int py, const char *format,...)
affiche un texte a la position x, y. meme utilisation que printf().
GLuint read_program(const char *filename, const char *definitions)
int program_print_errors(const GLuint program)
affiche les erreurs de compilation.
int release_program(const GLuint program)
detruit les shaders et le program.
bool program_errors(const GLuint program)
renvoie vrai si le programme n'est pas pret.
int reload_program(const GLuint program, const char *filename, const char *definitions)
bool program_ready(const GLuint program)
renvoie vrai si le programme est pret. (pas d'erreurs de compilation des shaders, pas d'erreur de lin...
int program_format_errors(const GLuint program, std::string &errors)
renvoie les erreurs de compilation.