mirror of
https://github.com/lxsang/Diya-API.git
synced 2024-12-28 12:28:21 +01:00
195 lines
5.5 KiB
Smalltalk
195 lines
5.5 KiB
Smalltalk
Class {
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#name : #OpenGLSL,
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#superclass : #DiyaBaseObject,
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#instVars : [
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'programID'
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],
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#classVars : [
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'singleton'
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],
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#pools : [
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'OpenGLConstants',
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'OpenGLTypes'
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],
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#category : #'Diya-OpenGL'
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}
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> attachShader: shader to: program [
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^self ffiCall: #(void glAttachShader(GLuint program,GLuint shader))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> compileShader: shader [
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^ self ffiCall: #(void glCompileShader( GLuint shader))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> createProgram [
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^self ffiCall: #(GLuint glCreateProgram(void))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> createShader: shaderType [
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^ self ffiCall: #(GLuint glCreateShader( GLenum shaderType))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> deleteProgram: program [
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^self ffiCall: #(void glDeleteProgram(GLuint program))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> deleteShader: shader [
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^ self ffiCall: #(void glDeleteShader( GLuint shader))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> detachShaderFrom: program shader:shader [
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^ self ffiCall: #(void glDetachShader(GLuint program,GLuint shader))
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]
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{ #category : #'library path' }
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OpenGLSL class >> ffiLibraryName [
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^ OpenGL ffiLibraryName
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]
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{ #category : #accessing }
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OpenGLSL class >> fragmentShader [
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^ self subclassResponsibility
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> getProgramInfoLogOf: prog maxLength: maxLength lengthPtr: length buffer: infoLog [
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^self ffiCall:#(void glGetProgramInfoLog(GLuint prog,GLsizei maxLength,GLsizei *length,GLchar *infoLog))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> getShaderInfoLogOf: shader maxLength: maxLength lengthPtr: length buffer: infoLog [
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^self ffiCall:#(void glGetShaderInfoLog(GLuint shader,GLsizei maxLength,GLsizei *length,GLchar *infoLog))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> getShaderiv:shader parameterName: pname params: ptr [
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^ self ffiCall: #(void glGetShaderiv(GLuint shader,GLenum pname,GLint *ptr))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> linkProgram:program [
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^self ffiCall: #(void glLinkProgram(GLuint program))
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]
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{ #category : #'instance creation' }
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OpenGLSL class >> new [
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self error: 'Use #uniqueInstance'
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]
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{ #category : #'instance creation' }
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OpenGLSL class >> reset [
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singleton ifNotNil: [
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singleton delete.
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].
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singleton := nil
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> setShaderSourceFor: shader count: n string: s length: l [
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^ self ffiCall: #(void glShaderSource( GLuint shader,GLsizei n,const char ** s,const GLint *l))
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]
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{ #category : #'instance creation' }
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OpenGLSL class >> uniqueInstance [
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singleton ifNil: [ singleton := super new. singleton compile ].
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^ singleton
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]
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{ #category : #accessing }
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OpenGLSL class >> vertextShader [
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^ self subclassResponsibility
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]
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{ #category : #compiling }
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OpenGLSL >> checkStatus:status of: id [
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|infoLength buffer|
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infoLength := FFIExternalArray externalNewType: #GLint size: 1.
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infoLength autoRelease.
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OpenGLSL getShaderiv: id parameterName: status params: nil.
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OpenGLSL getShaderiv: id parameterName: GL_INFO_LOG_LENGTH params: infoLength.
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(infoLength at:1) > 0 ifTrue: [
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"report the error"
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buffer := ByteArray new:(infoLength at: 1).
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id = programID ifTrue: [
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OpenGLSL getProgramInfoLogOf: id maxLength: (infoLength at: 1) lengthPtr: nil buffer: buffer
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] ifFalse: [
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OpenGLSL getShaderInfoLogOf: id maxLength: (infoLength at: 1) lengthPtr: nil buffer: buffer
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].
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^self error: buffer asString
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].
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^self
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]
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{ #category : #compiling }
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OpenGLSL >> compile [
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|vertexShaderID fragmentShaderID|
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vertexShaderID := OpenGLSL createShader: GL_VERTEX_SHADER.
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fragmentShaderID := OpenGLSL createShader: GL_FRAGMENT_SHADER.
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self compileVertexShader: vertexShaderID.
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self compileFragmentShader: fragmentShaderID.
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programID := OpenGLSL createProgram.
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OpenGLSL attachShader: vertexShaderID to: programID.
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OpenGLSL attachShader: fragmentShaderID to: programID.
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OpenGLSL linkProgram: programID.
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self checkStatus: GL_LINK_STATUS of: programID.
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OpenGLSL detachShaderFrom: programID shader: vertexShaderID.
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OpenGLSL detachShaderFrom: programID shader: fragmentShaderID.
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]
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{ #category : #compiling }
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OpenGLSL >> compileFragmentShader:fragmentShaderID [
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self getSourcePtr:self class fragmentShader for: fragmentShaderID.
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OpenGLSL compileShader: fragmentShaderID.
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self checkStatus:GL_COMPILE_STATUS of: fragmentShaderID
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]
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{ #category : #compiling }
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OpenGLSL >> compileVertexShader: vertexShaderID [
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self getSourcePtr:self class vertextShader for: vertexShaderID.
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OpenGLSL compileShader: vertexShaderID.
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self checkStatus:GL_COMPILE_STATUS of: vertexShaderID
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]
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{ #category : #'submorphs-add/remove' }
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OpenGLSL >> delete [
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OpenGLSL deleteProgram: programID
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]
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{ #category : #'library path' }
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OpenGLSL >> ffiLibraryName [
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^self class ffiLibraryName
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]
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{ #category : #compiling }
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OpenGLSL >> getSourcePtr: string for: shaderId [
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|cstr i ptr |
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cstr := FFIExternalArray externalNewType: #uint8 size: string size + 1.
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cstr autoRelease.
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i := 1.
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(string asByteArray copyWith: 0) do: [ :e|
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cstr at: i put: e.
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i := i+1.
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].
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ptr := FFIExternalArray externalNewType: #GLintptr size: 1.
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ptr autoRelease.
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ptr at: 1 put: cstr pointer value.
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OpenGLSL setShaderSourceFor: shaderId count: 1 string: ptr length: nil.
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]
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{ #category : #'submorphs-add/remove' }
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OpenGLSL >> use [
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^self ffiCall: #(void glUseProgram( GLuint program))
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]
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