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 "compiler.h" |
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21 | //#include <stdio.h> |
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22 | #include <fstream> |
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23 | |
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24 | #include "debug.h" |
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25 | |
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26 | |
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27 | |
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28 | #ifndef PARSELINELENGTH |
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29 | #define PARSELINELENGTH 512 //!< how many chars to read at once |
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30 | #endif |
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31 | |
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32 | |
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33 | ObjectListDefinition(Shader); |
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34 | |
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35 | void Shader::Uniform::setV(unsigned int count, float* vv) const |
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36 | { |
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37 | switch (count) |
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38 | { |
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39 | case 1: |
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40 | glUniform1fv(this->uniform, 1, vv); |
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41 | break; |
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42 | case 2: |
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43 | glUniform2fv(this->uniform, 2, vv); |
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44 | break; |
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45 | case 3: |
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46 | glUniform3fv(this->uniform, 3, vv); |
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47 | break; |
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48 | case 4: |
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49 | glUniform4fv(this->uniform, 4, vv); |
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50 | break; |
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51 | } |
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52 | } |
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53 | void Shader::Uniform::setV(unsigned int count, int* vv) const |
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54 | { |
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55 | switch (count) |
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56 | { |
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57 | case 1: |
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58 | glUniform1iv(this->uniform, 1, vv); |
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59 | break; |
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60 | case 2: |
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61 | glUniform2iv(this->uniform, 2, vv); |
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62 | break; |
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63 | case 3: |
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64 | glUniform3iv(this->uniform, 3, vv); |
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65 | break; |
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66 | case 4: |
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67 | glUniform4iv(this->uniform, 4, vv); |
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68 | break; |
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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 | |
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74 | Shader::Shader() |
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75 | : data(new ShaderData) |
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76 | { |
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77 | |
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78 | } |
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79 | |
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80 | /** |
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81 | * standard constructor |
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82 | */ |
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83 | Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile) |
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84 | : data(new ShaderData) |
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85 | { |
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86 | if (!Shader::checkShaderAbility()) |
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87 | PRINTF(2)("Your system does not support shaders\n"); |
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88 | this->load(vertexShaderFile, fragmentShaderFile); |
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89 | |
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90 | } |
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91 | |
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92 | const Shader* Shader::storedShader = NULL; |
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93 | |
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94 | void Shader::activateShader() const |
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95 | { |
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96 | if (likely (this->getProgram() != 0)) |
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97 | { |
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98 | glUseProgramObjectARB(this->getProgram()); |
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99 | Shader::storedShader = this; |
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100 | } |
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101 | } |
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102 | void Shader::deactivateShader() |
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103 | { |
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104 | if (storedShader != NULL) |
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105 | glUseProgramObjectARB(0); |
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106 | Shader::storedShader = NULL; |
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107 | } |
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108 | |
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109 | bool Shader::checkShaderAbility() |
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110 | { |
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111 | if (GLEW_ARB_shader_objects && |
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112 | GLEW_ARB_shading_language_100 && |
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113 | GLEW_ARB_vertex_shader && |
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114 | GLEW_ARB_fragment_shader) |
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115 | return true; |
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116 | else |
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117 | return false; |
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118 | } |
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119 | |
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120 | |
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