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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 10031

Last change on this file since 10031 was 9942, checked in by bensch, 18 years ago

HACK: Checking shader ability
@orxonoxers: make this faster

File size: 2.3 KB
RevLine 
[4744]1/*
[1853]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.
[1855]10
11   ### File Specific:
[5261]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[3955]16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
[1853]17
[5261]18#include "shader.h"
[1853]19
[5273]20#include "compiler.h"
[8037]21//#include <stdio.h>
22#include <fstream>
23
[5262]24#include "debug.h"
25
26
[5323]27
[8037]28#ifndef PARSELINELENGTH
29#define PARSELINELENGTH     512       //!< how many chars to read at once
[5262]30#endif
31
[1853]32
[9869]33ObjectListDefinition(Shader);
[1856]34
[9869]35void Shader::Uniform::setV(unsigned int count, float* vv) const
[3365]36{
[9942]37        if (Shader::isSupported()) 
[9869]38  switch (count)
[5322]39  {
[9869]40    case 1:
41    glUniform1fv(this->uniform, 1, vv);
42    break;
43    case 2:
44    glUniform2fv(this->uniform, 2, vv);
45    break;
46    case 3:
47    glUniform3fv(this->uniform, 3, vv);
48    break;
49    case 4:
50    glUniform4fv(this->uniform, 4, vv);
51    break;
[5322]52  }
[3543]53}
[9869]54void Shader::Uniform::setV(unsigned int count, int* vv) const
[5323]55{
[9942]56        if (Shader::isSupported()) 
[9869]57  switch (count)
[5262]58  {
[9869]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;
[5263]71  }
[9869]72}
[5262]73
[5266]74
[5273]75
[9869]76Shader::Shader()
77  : data(new ShaderData)
[5261]78{
[5266]79
[8037]80}
[5266]81
[9869]82/**
83 * standard constructor
84*/
85Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
86  : data(new ShaderData)
[8037]87{
[9869]88  if (!Shader::checkShaderAbility())
89    PRINTF(2)("Your system does not support shaders\n");
90  this->load(vertexShaderFile, fragmentShaderFile);
[5266]91
[5318]92}
93
[9869]94const Shader* Shader::storedShader = NULL;
[5318]95
[9869]96void Shader::activateShader() const
[5266]97{
[9869]98  if (likely (this->getProgram() != 0))
[5317]99  {
[9869]100    glUseProgramObjectARB(this->getProgram());
[5317]101    Shader::storedShader = this;
102  }
[5261]103}
[5266]104void Shader::deactivateShader()
105{
[9869]106  if (storedShader != NULL)
107    glUseProgramObjectARB(0);
108  Shader::storedShader = NULL;
[5266]109}
[5262]110
[5333]111bool Shader::checkShaderAbility()
112{
113  if (GLEW_ARB_shader_objects &&
114      GLEW_ARB_shading_language_100 &&
115      GLEW_ARB_vertex_shader &&
116      GLEW_ARB_fragment_shader)
117    return true;
118  else
119    return false;
120}
[5264]121
[5262]122
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