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