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source: orxonox.OLD/branches/atmospheric_engine/src/lib/graphics/shader.cc @ 8478

Last change on this file since 8478 was 8457, checked in by amaechler, 18 years ago

atmospheric: void etc bugfixes

File size: 7.9 KB
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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 <fstream>
24
25#include "debug.h"
26
27#include "util/loading/resource_manager.h"
28
29
30#ifndef PARSELINELENGTH
31#define PARSELINELENGTH     512       //!< how many chars to read at once
32#endif
33
34using namespace std;
35
36
37/**
38 * standard constructor
39*/
40Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
41{
42   this->setClassID(CL_SHADER, "Shader");
43
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       this->shaderProgram = glCreateProgramObjectARB();
51
52       if (!vertexShaderFile.empty())
53         this->loadShaderProgramm(Shader::Vertex, vertexShaderFile);
54       if (!fragmentShaderFile.empty())
55         this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile);
56
57       this->linkShaderProgram();
58
59    }
60   else
61     {
62       PRINTF(2)("Shaders are not supported on your hardware\n");
63     }
64}
65
66
67/**
68 * standard deconstructor
69 */
70Shader::~Shader ()
71{
72  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
73    Shader::deactivateShader();
74
75  // delete what has to be deleted here
76  this->deleteProgram(Shader::Vertex);
77  this->deleteProgram(Shader::Fragment);
78
79  if (this->fragmentShader != 0)
80  {
81    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
82    glDeleteObjectARB(this->fragmentShader);
83  }
84  if (this->vertexShader != 0)
85  {
86    glDetachObjectARB(this->shaderProgram, this->vertexShader);
87    glDeleteObjectARB(this->vertexShader);
88  }
89  if (this->shaderProgram != 0)
90  {
91    GLint status = 0;
92    //glLinkProgramARB(this->shaderProgram);
93    glDeleteObjectARB(this->shaderProgram);
94       // link error checking
95    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
96    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
97      this->printError(this->shaderProgram);
98  }
99}
100
101Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
102{
103  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile);
104}
105
106bool Shader::unload(Shader* shader)
107{
108  return ResourceManager::getInstance()->unload(shader);
109}
110
111Shader* Shader::storedShader = NULL;
112
113
114bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName)
115{
116  GLhandleARB shader = 0;
117
118  if (type != Shader::Vertex && type != Shader::Fragment)
119    return false;
120  this->deleteProgram(type);
121
122
123  std::string program;
124  if (!readShader(fileName, program))
125    return false;
126
127  if (type == Shader::Vertex && GLEW_ARB_vertex_shader)
128  {
129    this->vertexShaderFile = fileName;
130
131    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
132  }
133
134  if (type == Shader::Fragment && GLEW_ARB_fragment_shader)
135  {
136    this->fragmentShaderFile = fileName;
137
138    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
139  }
140
141  if (shader != 0)
142  {
143    GLint status = 0;
144    const char* prog = program.c_str();
145
146    glShaderSourceARB(shader, 1, &prog, NULL);
147    glCompileShaderARB(shader);
148    // checking on error.
149    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
150    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
151      this->printError(shader);
152    else
153      glAttachObjectARB(this->shaderProgram, shader);
154  }
155
156  return true;
157}
158
159
160void Shader::linkShaderProgram()
161{
162  GLint status = 0;
163
164  glLinkProgramARB(this->shaderProgram);
165       // link error checking
166  glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
167  if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
168    this->printError(this->shaderProgram);
169}
170
171
172bool Shader::readShader(const std::string& fileName, std::string& output)
173{
174  char lineBuffer[PARSELINELENGTH];
175
176  std::ifstream shader;
177  shader.open(fileName.c_str());
178  if (!shader.is_open())
179    return false;
180
181
182  while (!shader.eof())
183  {
184    shader.getline(lineBuffer, PARSELINELENGTH);
185    output += lineBuffer;
186    output += "\n";
187  }
188
189
190  shader.close();
191  return true;
192}
193
194
195
196void Shader::activateShader()
197{
198  if (likely (this->shaderProgram != 0))
199  {
200    glUseProgramObjectARB(this->shaderProgram);
201    Shader::storedShader = this;
202  }
203}
204
205void Shader::bindShader(const char* name, const float* value, size_t size)
206{
207        if (likely (this->shaderProgram != 0)) {
208                glUseProgramObjectARB(this->shaderProgram);
209
210                unsigned int location = glGetUniformLocationARB(this->shaderProgram, name);
211                /* This is EXPENSIVE and should be avoided. */
212
213                if      (size == 1)  glUniform1fvARB(location, 1, value);
214                else if (size == 2)  glUniform2fvARB(location, 1, value);
215                else if (size == 3)  glUniform3fvARB(location, 1, value);
216                else if (size == 4)  glUniform4fvARB(location, 1, value);
217                else if (size == 9)  glUniformMatrix3fvARB(location, 1, false, value);
218                else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value);
219
220        }
221}
222
223void Shader::deactivateShader()
224{
225 if (storedShader != NULL)
226   glUseProgramObjectARB(0);
227 Shader::storedShader = NULL;
228}
229
230
231void Shader::deleteProgram(Shader::Type type)
232{
233  GLint status = 0;
234  if (type == Shader::Vertex && this->vertexShader != 0)
235  {
236    this->vertexShaderFile = "";
237    glDetachObjectARB(this->shaderProgram, this->vertexShader);
238    glDeleteObjectARB(this->vertexShader);
239    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
240    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
241      Shader::printError(this->vertexShader);
242    this->vertexShader = 0;
243  }
244  else if (type == Shader::Fragment && this->fragmentShader != 0)
245  {
246    this->fragmentShaderFile = "";
247    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
248    glDeleteObjectARB(this->fragmentShader);
249    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
250    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
251      Shader::printError(this->fragmentShader);
252    this->fragmentShader = 0;
253  }
254  else
255    return;
256}
257
258
259void Shader::printError(GLhandleARB program)
260{
261  if (program == 0)
262    return;
263
264  int infologLength = 0;
265  int charsWritten  = 0;
266  char *infoLog;
267
268  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
269                            &infologLength);
270
271  if (infologLength > 0)
272  {
273    infoLog = new char[infologLength+1];
274    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
275    printf("%s\n", infoLog);
276    delete[] infoLog;
277  }
278}
279
280bool Shader::checkShaderAbility()
281{
282  if (GLEW_ARB_shader_objects &&
283      GLEW_ARB_shading_language_100 &&
284      GLEW_ARB_vertex_shader &&
285      GLEW_ARB_fragment_shader)
286    return true;
287  else
288    return false;
289}
290
291void Shader::debug() const
292{
293  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
294  if (this->vertexShader != 0)
295  {
296/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
297    if (this->vertexShaderSource != NULL)
298      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
299        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
300  }
301  if (this->fragmentShader != 0)
302  {
303    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
304    if (this->fragmentShaderSource != NULL)
305      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
306        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
307  }
308}
309
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