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source: orxonox.OLD/branches/atmospheric_engine/src/lib/graphics/shader.cc @ 8175

Last change on this file since 8175 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 8.0 KB
Line 
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
25#include "util/loading/resource_manager.h"
26
27
28#ifndef PARSELINELENGHT
29#define PARSELINELENGHT     512       //!< how many chars to read at once
30#endif
31
32using namespace std;
33
34
35/**
36 * standard constructor
37*/
38Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
39{
40   this->setClassID(CL_SHADER, "Shader");
41
42   this->fragmentShaderFile = "";
43   this->vertexShaderFile = "";
44   this->shaderProgram = 0;
45   this->vertexShader = 0;
46   this->fragmentShader = 0;
47
48   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
49     {
50       GLint status = 0;
51
52       this->shaderProgram = glCreateProgramObjectARB();
53
54       if (!vertexShaderFile.empty())
55         this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile);
56       if (!fragmentShaderFile.empty())
57         this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile);
58       glLinkProgramARB(this->shaderProgram);
59       // link error checking
60       glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
61       if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
62         this->printError(this->shaderProgram);
63    }
64   else
65     {
66       PRINTF(2)("Shaders are not supported on your hardware\n");
67     }
68}
69
70
71/**
72 * standard deconstructor
73 */
74Shader::~Shader ()
75{
76  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
77    Shader::deactivateShader();
78
79  // delete what has to be deleted here
80  this->deleteProgram(SHADER_VERTEX);
81  this->deleteProgram(SHADER_FRAGMENT);
82
83  if (this->fragmentShader != 0)
84  {
85    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
86    glDeleteObjectARB(this->fragmentShader);
87  }
88  if (this->vertexShader != 0)
89  {
90    glDetachObjectARB(this->shaderProgram, this->vertexShader);
91    glDeleteObjectARB(this->vertexShader);
92  }
93  if (this->shaderProgram != 0)
94  {
95    GLint status = 0;
96    //glLinkProgramARB(this->shaderProgram);
97    glDeleteObjectARB(this->shaderProgram);
98       // link error checking
99    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
100    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
101      this->printError(this->shaderProgram);
102  }
103}
104
105Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
106{
107  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile);
108}
109
110bool Shader::unload(Shader* shader)
111{
112  return ResourceManager::getInstance()->unload(shader);
113}
114
115Shader* Shader::storedShader = NULL;
116
117
118bool Shader::loadShaderProgramm(SHADER_TYPE type, const std::string& fileName)
119{
120  GLhandleARB shader = 0;
121
122  if (type != SHADER_VERTEX && type != SHADER_FRAGMENT)
123    return false;
124  this->deleteProgram(type);
125
126
127  std::vector<char*>* program = fileReadArray(fileName);
128
129  if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader)
130  {
131    this->vertexShaderFile = fileName;
132
133    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
134  }
135
136  if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader)
137  {
138    this->fragmentShaderFile = fileName;
139
140    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
141  }
142
143  if (shader != 0)
144  {
145    GLint status = 0;
146    /// FIXME do it back
147    //    glShaderSourceARB(shader, program->size(), (const std::string&)&(*program)[0], NULL);
148    glCompileShaderARB(shader);
149    // checking on error.
150    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
151    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
152      this->printError(shader);
153    else
154      glAttachObjectARB(this->shaderProgram, shader);
155  }
156  for (unsigned int i=0; i< program->size(); i++)
157    delete[] (*program)[i];
158  delete program;
159}
160
161char* Shader::fileRead(const std::string& fileName)
162{
163  FILE* fileHandle;
164  char* content = NULL;
165
166  int count = 0;
167
168  if (fileName.empty())
169    return NULL;
170
171  fileHandle = fopen(fileName.c_str(), "rt");
172
173  if (fileHandle == NULL)
174    return NULL;
175  fseek(fileHandle, 0, SEEK_END);
176  count = ftell(fileHandle);
177  rewind(fileHandle);
178  if (count > 0) {
179     content = new char[count+1];
180     count = fread(content, sizeof(char), count, fileHandle);
181     content[count] = '\0';
182   }
183   fclose(fileHandle);
184 return content;
185}
186
187
188std::vector<char*>* Shader::fileReadArray(const std::string& fileName)
189{
190  FILE*    stream;           //< The stream we use to read the file.
191
192  if( (stream = fopen (fileName.c_str(), "rt")) == NULL)
193  {
194    PRINTF(1)("Shader could not open %s\n", fileName.c_str());
195    return NULL;
196  }
197  std::vector<char*>* file = new std::vector<char*>;
198
199  char lineBuffer[PARSELINELENGHT];
200  char* addString;
201  while(fgets (lineBuffer, PARSELINELENGHT, stream) != NULL)
202  {
203    addString = new char[strlen(lineBuffer)+1];
204    strcpy(addString, lineBuffer);
205    file->push_back(addString);
206  }
207  fclose(stream);
208  return file;
209}
210
211
212
213void Shader::activateShader()
214{
215  if (likely (this->shaderProgram != 0))
216  {
217    glUseProgramObjectARB(this->shaderProgram);
218    Shader::storedShader = this;
219  }
220}
221
222void Shader::deactivateShader()
223{
224 if (storedShader != NULL)
225   glUseProgramObjectARB(0);
226 Shader::storedShader = NULL;
227}
228
229
230void Shader::deleteProgram(SHADER_TYPE type)
231{
232  GLint status = 0;
233  if (type == SHADER_VERTEX && this->vertexShader != 0)
234  {
235    this->vertexShaderFile = "";
236    glDetachObjectARB(this->shaderProgram, this->vertexShader);
237    glDeleteObjectARB(this->vertexShader);
238    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
239    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
240      Shader::printError(this->vertexShader);
241    this->vertexShader = 0;
242  }
243  else if (type == SHADER_FRAGMENT && this->fragmentShader != 0)
244  {
245    this->fragmentShaderFile = "";
246    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
247    glDeleteObjectARB(this->fragmentShader);
248    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
249    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
250      Shader::printError(this->fragmentShader);
251    this->fragmentShader = 0;
252  }
253  else
254    return;
255}
256
257
258void Shader::printError(GLhandleARB program)
259{
260  if (program == 0)
261    return;
262
263  int infologLength = 0;
264  int charsWritten  = 0;
265  char *infoLog;
266
267  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
268                            &infologLength);
269
270  if (infologLength > 0)
271  {
272    infoLog = new char[infologLength+1];
273    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
274    printf("%s\n", infoLog);
275    delete[] infoLog;
276  }
277}
278
279bool Shader::checkShaderAbility()
280{
281  if (GLEW_ARB_shader_objects &&
282      GLEW_ARB_shading_language_100 &&
283      GLEW_ARB_vertex_shader &&
284      GLEW_ARB_fragment_shader)
285    return true;
286  else
287    return false;
288}
289
290void Shader::debug() const
291{
292  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
293  if (this->vertexShader != 0)
294  {
295/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
296    if (this->vertexShaderSource != NULL)
297      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
298        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
299  }
300  if (this->fragmentShader != 0)
301  {
302    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
303    if (this->fragmentShaderSource != NULL)
304      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
305        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
306  }
307}
308
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