Support geometry shaders

This commit is contained in:
Brad Davis 2016-07-06 12:36:15 -07:00
parent 348c7491b8
commit 790f74da1d
4 changed files with 56 additions and 26 deletions

View file

@ -44,6 +44,8 @@ function(AUTOSCRIBE_SHADER SHADER_FILE)
set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
elseif(${SHADER_EXT} STREQUAL .slf)
set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
elseif(${SHADER_EXT} STREQUAL .slg)
set(SHADER_TARGET ${SHADER_TARGET}_geom.h)
endif()
set(SHADER_TARGET "${SHADERS_DIR}/${SHADER_TARGET}")
@ -87,7 +89,7 @@ macro(AUTOSCRIBE_SHADER_LIB)
#message(${HIFI_LIBRARIES_SHADER_INCLUDE_FILES})
file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf src/*.slg)
#make the shader folder
set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders/${TARGET_NAME}")

View file

@ -25,40 +25,45 @@ GLShader::~GLShader() {
}
}
// GLSL version
static const std::string glslVersion {
"#version 410 core"
};
// Shader domain
static const size_t NUM_SHADER_DOMAINS = 3;
// GL Shader type enums
// Must match the order of type specified in gpu::Shader::Type
static const std::array<GLenum, NUM_SHADER_DOMAINS> SHADER_DOMAINS { {
GL_VERTEX_SHADER,
GL_FRAGMENT_SHADER,
GL_GEOMETRY_SHADER,
} };
// Domain specific defines
// Must match the order of type specified in gpu::Shader::Type
static const std::array<std::string, NUM_SHADER_DOMAINS> DOMAIN_DEFINES { {
"#define GPU_VERTEX_SHADER",
"#define GPU_PIXEL_SHADER",
"#define GPU_GEOMETRY_SHADER",
} };
// Versions specific of the shader
static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
""
} };
GLShader* compileBackendShader(const Shader& shader) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
// GLSL version
const std::string glslVersion = {
"#version 410 core"
};
// Shader domain
const int NUM_SHADER_DOMAINS = 2;
const GLenum SHADER_DOMAINS[NUM_SHADER_DOMAINS] = {
GL_VERTEX_SHADER,
GL_FRAGMENT_SHADER
};
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
// Domain specific defines
const std::string domainDefines[NUM_SHADER_DOMAINS] = {
"#define GPU_VERTEX_SHADER",
"#define GPU_PIXEL_SHADER"
};
// Versions specific of the shader
const std::string versionDefines[GLShader::NumVersions] = {
""
};
GLShader::ShaderObjects shaderObjects;
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = glslVersion + "\n" + domainDefines[shader.getType()] + "\n" + versionDefines[version];
std::string shaderDefines = glslVersion + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version];
bool result = compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram);
if (!result) {

View file

@ -31,6 +31,13 @@ Shader::Shader(Type type, const Pointer& vertex, const Pointer& pixel):
_shaders[PIXEL] = pixel;
}
Shader::Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel) :
_type(type) {
_shaders.resize(3);
_shaders[VERTEX] = vertex;
_shaders[GEOMETRY] = geometry;
_shaders[PIXEL] = pixel;
}
Shader::~Shader()
{
@ -44,6 +51,10 @@ Shader::Pointer Shader::createPixel(const Source& source) {
return Pointer(new Shader(PIXEL, source));
}
Shader::Pointer Shader::createGeometry(const Source& source) {
return Pointer(new Shader(GEOMETRY, source));
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX &&
pixelShader && pixelShader->getType() == PIXEL) {
@ -52,6 +63,15 @@ Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer
return Pointer();
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX &&
geometryShader && geometryShader->getType() == GEOMETRY &&
pixelShader && pixelShader->getType() == PIXEL) {
return Pointer(new Shader(PROGRAM, vertexShader, geometryShader, pixelShader));
}
return Pointer();
}
void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs) {
_uniforms = uniforms;
_buffers = buffers;

View file

@ -110,8 +110,10 @@ public:
static Pointer createVertex(const Source& source);
static Pointer createPixel(const Source& source);
static Pointer createGeometry(const Source& source);
static Pointer createProgram(const Pointer& vertexShader, const Pointer& pixelShader);
static Pointer createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader);
~Shader();
@ -163,6 +165,7 @@ public:
protected:
Shader(Type type, const Source& source);
Shader(Type type, const Pointer& vertex, const Pointer& pixel);
Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel);
Shader(const Shader& shader); // deep copy of the sysmem shader
Shader& operator=(const Shader& shader); // deep copy of the sysmem texture