Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/branches/water/src/lib/graphics/shader.cc @ 7823

Last change on this file since 7823 was 7822, checked in by bensch, 19 years ago

water: shader update

File size: 7.2 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    /// FIXME do it back
145    const char* prog = &program[0];
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    printf("line:: %s\n");
185  }
186
187
188  shader.close();
189}
190
191
192
193void Shader::activateShader()
194{
195  if (likely (this->shaderProgram != 0))
196  {
197    glUseProgramObjectARB(this->shaderProgram);
198    Shader::storedShader = this;
199  }
200}
201
202void Shader::deactivateShader()
203{
204 if (storedShader != NULL)
205   glUseProgramObjectARB(0);
206 Shader::storedShader = NULL;
207}
208
209
210void Shader::deleteProgram(Shader::Type type)
211{
212  GLint status = 0;
213  if (type == Shader::Vertex && this->vertexShader != 0)
214  {
215    this->vertexShaderFile = "";
216    glDetachObjectARB(this->shaderProgram, this->vertexShader);
217    glDeleteObjectARB(this->vertexShader);
218    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
219    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
220      Shader::printError(this->vertexShader);
221    this->vertexShader = 0;
222  }
223  else if (type == Shader::Fragment && this->fragmentShader != 0)
224  {
225    this->fragmentShaderFile = "";
226    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
227    glDeleteObjectARB(this->fragmentShader);
228    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
229    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
230      Shader::printError(this->fragmentShader);
231    this->fragmentShader = 0;
232  }
233  else
234    return;
235}
236
237
238void Shader::printError(GLhandleARB program)
239{
240  if (program == 0)
241    return;
242
243  int infologLength = 0;
244  int charsWritten  = 0;
245  char *infoLog;
246
247  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
248                            &infologLength);
249
250  if (infologLength > 0)
251  {
252    infoLog = new char[infologLength+1];
253    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
254    printf("%s\n", infoLog);
255    delete[] infoLog;
256  }
257}
258
259bool Shader::checkShaderAbility()
260{
261  if (GLEW_ARB_shader_objects &&
262      GLEW_ARB_shading_language_100 &&
263      GLEW_ARB_vertex_shader &&
264      GLEW_ARB_fragment_shader)
265    return true;
266  else
267    return false;
268}
269
270void Shader::debug() const
271{
272  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
273  if (this->vertexShader != 0)
274  {
275/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
276    if (this->vertexShaderSource != NULL)
277      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
278        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
279  }
280  if (this->fragmentShader != 0)
281  {
282    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
283    if (this->fragmentShaderSource != NULL)
284      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
285        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
286  }
287}
288
Note: See TracBrowser for help on using the repository browser.