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source: orxonox.OLD/branches/new_class_id/src/lib/graphics/shader.cc @ 9816

Last change on this file since 9816 was 9806, checked in by bensch, 18 years ago

try with the shader

File size: 8.3 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
34
35ObjectListDefinition(Shader);
36
37void Shader::Uniform::setV(unsigned int count, float* vv) const
38{
39  switch (count)
40  {
41    case 1:
42    glUniform1fv(this->uniform, 1, vv);
43    break;
44    case 2:
45    glUniform2fv(this->uniform, 2, vv);
46    break;
47    case 3:
48    glUniform3fv(this->uniform, 3, vv);
49    break;
50    case 4:
51    glUniform4fv(this->uniform, 4, vv);
52    break;
53  }
54}
55void Shader::Uniform::setV(unsigned int count, int* vv) const
56{
57  switch (count)
58  {
59    case 1:
60    glUniform1iv(this->uniform, 1, vv);
61    break;
62    case 2:
63    glUniform2iv(this->uniform, 2, vv);
64    break;
65    case 3:
66    glUniform3iv(this->uniform, 3, vv);
67    break;
68    case 4:
69    glUniform4iv(this->uniform, 4, vv);
70    break;
71  }
72}
73
74
75
76
77
78/**
79 * standard constructor
80*/
81Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
82{
83  this->registerObject(this, Shader::_objectList);
84  this->shaderProgram = 0;
85  this->vertexShader = 0;
86  this->fragmentShader = 0;
87
88  if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
89  {
90    this->shaderProgram = glCreateProgramObjectARB();
91
92    if (!vertexShaderFile.empty())
93      this->loadShaderProgramm(Shader::Vertex, vertexShaderFile);
94    if (!fragmentShaderFile.empty())
95      this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile);
96
97    this->linkShaderProgram();
98
99  }
100  else
101  {
102    PRINTF(2)("Shaders are not supported on your hardware\n");
103  }
104}
105
106
107/**
108 * standard deconstructor
109 */
110Shader::~Shader ()
111{
112  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
113    Shader::deactivateShader();
114
115  // delete what has to be deleted here
116  this->deleteProgram(Shader::Vertex);
117  this->deleteProgram(Shader::Fragment);
118
119  if (this->fragmentShader != 0)
120  {
121    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
122    glDeleteObjectARB(this->fragmentShader);
123  }
124  if (this->vertexShader != 0)
125  {
126    glDetachObjectARB(this->shaderProgram, this->vertexShader);
127    glDeleteObjectARB(this->vertexShader);
128  }
129  if (this->shaderProgram != 0)
130  {
131    GLint status = 0;
132    //glLinkProgramARB(this->shaderProgram);
133    glDeleteObjectARB(this->shaderProgram);
134    // link error checking
135    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
136    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
137      this->printError(this->shaderProgram);
138  }
139}
140
141Shader* Shader::storedShader = NULL;
142
143
144bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName)
145{
146  GLhandleARB shader = 0;
147
148  if (type != Shader::Vertex && type != Shader::Fragment)
149    return false;
150  this->deleteProgram(type);
151
152
153  std::string program;
154  if (!readShader(fileName, program))
155    return false;
156
157  if (type == Shader::Vertex && GLEW_ARB_vertex_shader)
158  {
159    this->vertexShaderFile = fileName;
160
161    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
162  }
163
164  if (type == Shader::Fragment && GLEW_ARB_fragment_shader)
165  {
166    this->fragmentShaderFile = fileName;
167
168    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
169  }
170
171  if (shader != 0)
172  {
173    GLint status = 0;
174    const char* prog = program.c_str();
175
176    glShaderSourceARB(shader, 1, &prog, NULL);
177    glCompileShaderARB(shader);
178    // checking on error.
179    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
180    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
181      this->printError(shader);
182    else
183      glAttachObjectARB(this->shaderProgram, shader);
184  }
185  return true;
186}
187
188
189void Shader::linkShaderProgram()
190{
191  GLint status = 0;
192
193  glLinkProgramARB(this->shaderProgram);
194  // link error checking
195  glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
196  if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
197    this->printError(this->shaderProgram);
198}
199
200
201bool Shader::readShader(const std::string& fileName, std::string& output)
202{
203  char lineBuffer[PARSELINELENGTH];
204
205  std::ifstream shader;
206  shader.open(fileName.c_str());
207  if (!shader.is_open())
208    return false;
209
210
211  while (!shader.eof())
212  {
213    shader.getline(lineBuffer, PARSELINELENGTH);
214    output += lineBuffer;
215    output += "\n";
216  }
217
218
219  shader.close();
220  return true;
221}
222
223
224
225void Shader::activateShader()
226{
227  if (likely (this->shaderProgram != 0))
228  {
229    glUseProgramObjectARB(this->shaderProgram);
230    Shader::storedShader = this;
231  }
232}
233
234void Shader::bindShader(const char* name, const float* value, size_t size)
235{
236  if (likely (this->shaderProgram != 0))
237  {
238    glUseProgramObjectARB(this->shaderProgram);
239
240    unsigned int location = glGetUniformLocationARB(this->shaderProgram, name);
241    /* This is EXPENSIVE and should be avoided. */
242
243    if      (size == 1)  glUniform1fvARB(location, 1, value);
244    else if (size == 2)  glUniform2fvARB(location, 1, value);
245    else if (size == 3)  glUniform3fvARB(location, 1, value);
246    else if (size == 4)  glUniform4fvARB(location, 1, value);
247    else if (size == 9)  glUniformMatrix3fvARB(location, 1, false, value);
248    else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value);
249
250  }
251}
252
253void Shader::deactivateShader()
254{
255  if (storedShader != NULL)
256    glUseProgramObjectARB(0);
257  Shader::storedShader = NULL;
258}
259
260
261void Shader::deleteProgram(Shader::Type type)
262{
263  GLint status = 0;
264  if (type == Shader::Vertex && this->vertexShader != 0)
265  {
266    this->vertexShaderFile = "";
267    glDetachObjectARB(this->shaderProgram, this->vertexShader);
268    glDeleteObjectARB(this->vertexShader);
269    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
270    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
271      Shader::printError(this->vertexShader);
272    this->vertexShader = 0;
273  }
274  else if (type == Shader::Fragment && this->fragmentShader != 0)
275  {
276    this->fragmentShaderFile = "";
277    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
278    glDeleteObjectARB(this->fragmentShader);
279    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
280    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
281      Shader::printError(this->fragmentShader);
282    this->fragmentShader = 0;
283  }
284  else
285    return;
286}
287
288
289void Shader::printError(GLhandleARB program)
290{
291  if (program == 0)
292    return;
293
294  int infologLength = 0;
295  int charsWritten  = 0;
296  char *infoLog;
297
298  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
299                            &infologLength);
300
301  if (infologLength > 0)
302  {
303    infoLog = new char[infologLength+1];
304    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
305    printf("%s\n", infoLog);
306    delete[] infoLog;
307  }
308}
309
310bool Shader::checkShaderAbility()
311{
312  if (GLEW_ARB_shader_objects &&
313      GLEW_ARB_shading_language_100 &&
314      GLEW_ARB_vertex_shader &&
315      GLEW_ARB_fragment_shader)
316    return true;
317  else
318    return false;
319}
320
321void Shader::debug() const
322{
323  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
324  if (this->vertexShader != 0)
325  {
326    /*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
327        if (this->vertexShaderSource != NULL)
328          for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
329            PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
330      }
331      if (this->fragmentShader != 0)
332      {
333        PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
334        if (this->fragmentShaderSource != NULL)
335          for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
336            PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
337  }
338}
339
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