1 | /* |
---|
2 | orxonox - the future of 3D-vertical-scrollers |
---|
3 | |
---|
4 | Copyright (C) 2004 orx |
---|
5 | |
---|
6 | This program is free software; you can redistribute it and/or modify |
---|
7 | it under the terms of the GNU General Public License as published by |
---|
8 | the Free Software Foundation; either version 2, or (at your option) |
---|
9 | any later version. |
---|
10 | |
---|
11 | ### File Specific: |
---|
12 | main-programmer: Benjamin Grauer |
---|
13 | co-programmer: ... |
---|
14 | */ |
---|
15 | |
---|
16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
---|
17 | |
---|
18 | #include "shader.h" |
---|
19 | |
---|
20 | #include "stdlibincl.h" |
---|
21 | #include "compiler.h" |
---|
22 | #include <stdio.h> |
---|
23 | #include "debug.h" |
---|
24 | #include "array.h" |
---|
25 | |
---|
26 | #include "resource_manager.h" |
---|
27 | |
---|
28 | |
---|
29 | #ifndef PARSELINELENGHT |
---|
30 | #define PARSELINELENGHT 512 //!< how many chars to read at once |
---|
31 | #endif |
---|
32 | |
---|
33 | using namespace std; |
---|
34 | |
---|
35 | |
---|
36 | /** |
---|
37 | * standard constructor |
---|
38 | */ |
---|
39 | Shader::Shader (const char* vertexShaderFile, const char* fragmentShaderFile) |
---|
40 | { |
---|
41 | this->setClassID(CL_SHADER, "Shader"); |
---|
42 | |
---|
43 | this->fragmentShaderFile = NULL; |
---|
44 | this->vertexShaderFile = NULL; |
---|
45 | this->shaderProgram = 0; |
---|
46 | this->vertexShader = 0; |
---|
47 | this->fragmentShader = 0; |
---|
48 | |
---|
49 | if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100) |
---|
50 | { |
---|
51 | GLint status = 0; |
---|
52 | |
---|
53 | this->shaderProgram = glCreateProgramObjectARB(); |
---|
54 | |
---|
55 | if (vertexShaderFile != NULL) |
---|
56 | this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile); |
---|
57 | if (fragmentShaderFile != NULL) |
---|
58 | this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile); |
---|
59 | glLinkProgramARB(this->shaderProgram); |
---|
60 | // link error checking |
---|
61 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status); |
---|
62 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
---|
63 | this->printError(this->shaderProgram); |
---|
64 | } |
---|
65 | else |
---|
66 | { |
---|
67 | PRINTF(2)("Shaders are not supported on your hardware\n"); |
---|
68 | } |
---|
69 | } |
---|
70 | |
---|
71 | |
---|
72 | /** |
---|
73 | * standard deconstructor |
---|
74 | */ |
---|
75 | Shader::~Shader () |
---|
76 | { |
---|
77 | if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB)) |
---|
78 | Shader::deactivateShader(); |
---|
79 | |
---|
80 | // delete what has to be deleted here |
---|
81 | this->deleteProgram(SHADER_VERTEX); |
---|
82 | this->deleteProgram(SHADER_FRAGMENT); |
---|
83 | |
---|
84 | if (this->fragmentShader != 0) |
---|
85 | { |
---|
86 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); |
---|
87 | glDeleteObjectARB(this->fragmentShader); |
---|
88 | } |
---|
89 | if (this->vertexShader != 0) |
---|
90 | { |
---|
91 | glDetachObjectARB(this->shaderProgram, this->vertexShader); |
---|
92 | glDeleteObjectARB(this->vertexShader); |
---|
93 | } |
---|
94 | if (this->shaderProgram != 0) |
---|
95 | { |
---|
96 | GLint status = 0; |
---|
97 | //glLinkProgramARB(this->shaderProgram); |
---|
98 | glDeleteObjectARB(this->shaderProgram); |
---|
99 | // link error checking |
---|
100 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status); |
---|
101 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
---|
102 | this->printError(this->shaderProgram); |
---|
103 | } |
---|
104 | } |
---|
105 | |
---|
106 | Shader* Shader::getShader(const char* vertexShaderFile, const char* fragmentShaderFile) |
---|
107 | { |
---|
108 | return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER, RP_LEVEL, (void*)fragmentShaderFile); |
---|
109 | } |
---|
110 | |
---|
111 | bool Shader::unload(Shader* shader) |
---|
112 | { |
---|
113 | return ResourceManager::getInstance()->unload(shader); |
---|
114 | } |
---|
115 | |
---|
116 | Shader* Shader::storedShader = NULL; |
---|
117 | |
---|
118 | |
---|
119 | bool Shader::loadShaderProgramm(SHADER_TYPE type, const char* fileName) |
---|
120 | { |
---|
121 | GLhandleARB shader = 0; |
---|
122 | |
---|
123 | if (type != SHADER_VERTEX && type != SHADER_FRAGMENT) |
---|
124 | return false; |
---|
125 | this->deleteProgram(type); |
---|
126 | |
---|
127 | |
---|
128 | Array<char*>* program = fileReadArray(fileName); |
---|
129 | if (program == NULL) |
---|
130 | return false; |
---|
131 | |
---|
132 | if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader) |
---|
133 | { |
---|
134 | this->vertexShaderFile = new char[strlen(fileName)+1]; |
---|
135 | strcpy(this->vertexShaderFile, fileName); |
---|
136 | |
---|
137 | shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
---|
138 | } |
---|
139 | |
---|
140 | if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader) |
---|
141 | { |
---|
142 | this->fragmentShaderFile = new char[strlen(fileName)+1]; |
---|
143 | strcpy(this->fragmentShaderFile, fileName); |
---|
144 | |
---|
145 | shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
---|
146 | } |
---|
147 | |
---|
148 | if (shader != 0) |
---|
149 | { |
---|
150 | GLint status = 0; |
---|
151 | glShaderSourceARB(shader, program->getCount(), (const char**)program->getArray(), NULL); |
---|
152 | glCompileShaderARB(shader); |
---|
153 | // checking on error. |
---|
154 | glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); |
---|
155 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
---|
156 | this->printError(shader); |
---|
157 | else |
---|
158 | glAttachObjectARB(this->shaderProgram, shader); |
---|
159 | } |
---|
160 | for (unsigned int i=0; i< program->getCount(); i++) |
---|
161 | delete[] program->getArray()[i]; |
---|
162 | delete program; |
---|
163 | } |
---|
164 | |
---|
165 | char* Shader::fileRead(const char* fileName) |
---|
166 | { |
---|
167 | FILE* fileHandle; |
---|
168 | char* content = NULL; |
---|
169 | |
---|
170 | int count = 0; |
---|
171 | |
---|
172 | if (fileName == NULL) |
---|
173 | return NULL; |
---|
174 | |
---|
175 | fileHandle = fopen(fileName, "rt"); |
---|
176 | |
---|
177 | if (fileHandle == NULL) |
---|
178 | return NULL; |
---|
179 | fseek(fileHandle, 0, SEEK_END); |
---|
180 | count = ftell(fileHandle); |
---|
181 | rewind(fileHandle); |
---|
182 | if (count > 0) { |
---|
183 | content = new char[count+1]; |
---|
184 | count = fread(content, sizeof(char), count, fileHandle); |
---|
185 | content[count] = '\0'; |
---|
186 | } |
---|
187 | fclose(fileHandle); |
---|
188 | return content; |
---|
189 | } |
---|
190 | |
---|
191 | |
---|
192 | Array<char*>* Shader::fileReadArray(const char* fileName) |
---|
193 | { |
---|
194 | FILE* stream; //< The stream we use to read the file. |
---|
195 | |
---|
196 | if( (stream = fopen (fileName, "rt")) == NULL) |
---|
197 | { |
---|
198 | PRINTF(1)("Shader could not open %s\n", fileName); |
---|
199 | return NULL; |
---|
200 | } |
---|
201 | Array<char*>* file = new Array<char*>; |
---|
202 | |
---|
203 | char lineBuffer[PARSELINELENGHT]; |
---|
204 | char* addString; |
---|
205 | while(fgets (lineBuffer, PARSELINELENGHT, stream) != NULL) |
---|
206 | { |
---|
207 | addString = new char[strlen(lineBuffer)+1]; |
---|
208 | strcpy(addString, lineBuffer); |
---|
209 | file->addEntry(addString); |
---|
210 | } |
---|
211 | fclose(stream); |
---|
212 | file->finalizeArray(); |
---|
213 | return file; |
---|
214 | } |
---|
215 | |
---|
216 | |
---|
217 | |
---|
218 | void Shader::activateShader() |
---|
219 | { |
---|
220 | if (likely (this->shaderProgram != 0)) |
---|
221 | { |
---|
222 | glUseProgramObjectARB(this->shaderProgram); |
---|
223 | Shader::storedShader = this; |
---|
224 | } |
---|
225 | } |
---|
226 | |
---|
227 | void Shader::deactivateShader() |
---|
228 | { |
---|
229 | if (storedShader != NULL) |
---|
230 | glUseProgramObjectARB(0); |
---|
231 | Shader::storedShader = NULL; |
---|
232 | } |
---|
233 | |
---|
234 | |
---|
235 | void Shader::deleteProgram(SHADER_TYPE type) |
---|
236 | { |
---|
237 | GLint status = 0; |
---|
238 | if (type == SHADER_VERTEX && this->vertexShader != 0) |
---|
239 | { |
---|
240 | delete[] this->vertexShaderFile; |
---|
241 | this->vertexShaderFile = NULL; |
---|
242 | glDetachObjectARB(this->shaderProgram, this->vertexShader); |
---|
243 | glDeleteObjectARB(this->vertexShader); |
---|
244 | glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status); |
---|
245 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
---|
246 | Shader::printError(this->vertexShader); |
---|
247 | this->vertexShader = 0; |
---|
248 | } |
---|
249 | else if (type == SHADER_FRAGMENT && this->fragmentShader != 0) |
---|
250 | { |
---|
251 | delete[] this->fragmentShaderFile; |
---|
252 | this->fragmentShaderFile = NULL; |
---|
253 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); |
---|
254 | glDeleteObjectARB(this->fragmentShader); |
---|
255 | glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status); |
---|
256 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
---|
257 | Shader::printError(this->fragmentShader); |
---|
258 | this->fragmentShader = 0; |
---|
259 | } |
---|
260 | else |
---|
261 | return; |
---|
262 | } |
---|
263 | |
---|
264 | |
---|
265 | void Shader::printError(GLhandleARB program) |
---|
266 | { |
---|
267 | if (program == 0) |
---|
268 | return; |
---|
269 | |
---|
270 | int infologLength = 0; |
---|
271 | int charsWritten = 0; |
---|
272 | char *infoLog; |
---|
273 | |
---|
274 | glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB, |
---|
275 | &infologLength); |
---|
276 | |
---|
277 | if (infologLength > 0) |
---|
278 | { |
---|
279 | infoLog = new char[infologLength+1]; |
---|
280 | glGetInfoLogARB(program, infologLength, &charsWritten, infoLog); |
---|
281 | printf("%s\n", infoLog); |
---|
282 | delete[] infoLog; |
---|
283 | } |
---|
284 | } |
---|
285 | |
---|
286 | bool Shader::checkShaderAbility() |
---|
287 | { |
---|
288 | if (GLEW_ARB_shader_objects && |
---|
289 | GLEW_ARB_shading_language_100 && |
---|
290 | GLEW_ARB_vertex_shader && |
---|
291 | GLEW_ARB_fragment_shader) |
---|
292 | return true; |
---|
293 | else |
---|
294 | return false; |
---|
295 | } |
---|
296 | |
---|
297 | void Shader::debug() const |
---|
298 | { |
---|
299 | PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram); |
---|
300 | if (this->vertexShader != 0) |
---|
301 | { |
---|
302 | /* PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile); |
---|
303 | if (this->vertexShaderSource != NULL) |
---|
304 | for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++) |
---|
305 | PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i)); |
---|
306 | } |
---|
307 | if (this->fragmentShader != 0) |
---|
308 | { |
---|
309 | PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile); |
---|
310 | if (this->fragmentShaderSource != NULL) |
---|
311 | for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++) |
---|
312 | PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/ |
---|
313 | } |
---|
314 | } |
---|
315 | |
---|