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source: orxonox.OLD/branches/terrain/src/lib/graphics/shader.cc @ 8319

Last change on this file since 8319 was 8255, checked in by bensch, 19 years ago

merged the atmos back with command: https://svn.orxonox.net/orxonox/branches/atmospheric_engine

File size: 7.9 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 <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
157
158void Shader::linkShaderProgram()
159{
160  GLint status = 0;
161
162  glLinkProgramARB(this->shaderProgram);
163       // link error checking
164  glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
165  if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
166    this->printError(this->shaderProgram);
167}
168
169
170bool Shader::readShader(const std::string& fileName, std::string& output)
171{
172  char lineBuffer[PARSELINELENGTH];
173
174  std::ifstream shader;
175  shader.open(fileName.c_str());
176  if (!shader.is_open())
177    return false;
178
179
180  while (!shader.eof())
181  {
182    shader.getline(lineBuffer, PARSELINELENGTH);
183    output += lineBuffer;
184    output += "\n";
185  }
186
187
188  shader.close();
189  return true;
190}
191
192
193
194void Shader::activateShader()
195{
196  if (likely (this->shaderProgram != 0))
197  {
198    glUseProgramObjectARB(this->shaderProgram);
199    Shader::storedShader = this;
200  }
201}
202
203void Shader::bindShader(const char* name, const float* value, size_t size)
204{
205        if (likely (this->shaderProgram != 0)) {
206                glUseProgramObjectARB(this->shaderProgram);
207
208                unsigned int location = glGetUniformLocationARB(this->shaderProgram, name);
209                /* This is EXPENSIVE and should be avoided. */
210
211                if      (size == 1)  glUniform1fvARB(location, 1, value);
212                else if (size == 2)  glUniform2fvARB(location, 1, value);
213                else if (size == 3)  glUniform3fvARB(location, 1, value);
214                else if (size == 4)  glUniform4fvARB(location, 1, value);
215                else if (size == 9)  glUniformMatrix3fvARB(location, 1, false, value);
216                else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value);
217
218        }
219}
220
221void Shader::deactivateShader()
222{
223 if (storedShader != NULL)
224   glUseProgramObjectARB(0);
225 Shader::storedShader = NULL;
226}
227
228
229void Shader::deleteProgram(Shader::Type type)
230{
231  GLint status = 0;
232  if (type == Shader::Vertex && this->vertexShader != 0)
233  {
234    this->vertexShaderFile = "";
235    glDetachObjectARB(this->shaderProgram, this->vertexShader);
236    glDeleteObjectARB(this->vertexShader);
237    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
238    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
239      Shader::printError(this->vertexShader);
240    this->vertexShader = 0;
241  }
242  else if (type == Shader::Fragment && this->fragmentShader != 0)
243  {
244    this->fragmentShaderFile = "";
245    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
246    glDeleteObjectARB(this->fragmentShader);
247    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
248    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
249      Shader::printError(this->fragmentShader);
250    this->fragmentShader = 0;
251  }
252  else
253    return;
254}
255
256
257void Shader::printError(GLhandleARB program)
258{
259  if (program == 0)
260    return;
261
262  int infologLength = 0;
263  int charsWritten  = 0;
264  char *infoLog;
265
266  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
267                            &infologLength);
268
269  if (infologLength > 0)
270  {
271    infoLog = new char[infologLength+1];
272    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
273    printf("%s\n", infoLog);
274    delete[] infoLog;
275  }
276}
277
278bool Shader::checkShaderAbility()
279{
280  if (GLEW_ARB_shader_objects &&
281      GLEW_ARB_shading_language_100 &&
282      GLEW_ARB_vertex_shader &&
283      GLEW_ARB_fragment_shader)
284    return true;
285  else
286    return false;
287}
288
289void Shader::debug() const
290{
291  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
292  if (this->vertexShader != 0)
293  {
294/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
295    if (this->vertexShaderSource != NULL)
296      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
297        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
298  }
299  if (this->fragmentShader != 0)
300  {
301    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
302    if (this->fragmentShaderSource != NULL)
303      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
304        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
305  }
306}
307
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