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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 7202

Last change on this file since 7202 was 7193, checked in by bensch, 19 years ago

orxonox/trunk: new style for resources (prework/movement)

File size: 8.1 KB
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[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
[5262]20#include "stdlibincl.h"
[5273]21#include "compiler.h"
[5262]22#include <stdio.h>
23#include "debug.h"
24
[7193]25#include "util/loading/resource_manager.h"
[5262]26
[5323]27
[5262]28#ifndef PARSELINELENGHT
29#define PARSELINELENGHT     512       //!< how many chars to read at once
30#endif
31
[1856]32using namespace std;
[1853]33
[1856]34
[3245]35/**
[4838]36 * standard constructor
[3245]37*/
[5262]38Shader::Shader (const char* vertexShaderFile, const char* fragmentShaderFile)
[3365]39{
[5261]40   this->setClassID(CL_SHADER, "Shader");
[4320]41
[5261]42   this->fragmentShaderFile = NULL;
43   this->vertexShaderFile = NULL;
44   this->shaderProgram = 0;
45   this->vertexShader = 0;
46   this->fragmentShader = 0;
[5262]47
[5263]48   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
[5273]49     {
[5320]50       GLint status = 0;
51
[5273]52       this->shaderProgram = glCreateProgramObjectARB();
[5263]53
[5273]54       if (vertexShaderFile != NULL)
[5285]55         this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile);
[5273]56       if (fragmentShaderFile != NULL)
[5285]57         this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile);
[5320]58       glLinkProgramARB(this->shaderProgram);
59       // link error checking
60       glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
61       if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
62         this->printError(this->shaderProgram);
63    }
[5273]64   else
65     {
66       PRINTF(2)("Shaders are not supported on your hardware\n");
67     }
[3365]68}
[1853]69
70
[3245]71/**
[4838]72 * standard deconstructor
[5318]73 */
[5261]74Shader::~Shader ()
[3543]75{
[5322]76  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
[5318]77    Shader::deactivateShader();
78
[3543]79  // delete what has to be deleted here
[5262]80  this->deleteProgram(SHADER_VERTEX);
81  this->deleteProgram(SHADER_FRAGMENT);
[5263]82
[5273]83  if (this->fragmentShader != 0)
[5322]84  {
85    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5273]86    glDeleteObjectARB(this->fragmentShader);
[5322]87  }
[5273]88  if (this->vertexShader != 0)
[5322]89  {
90    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5273]91    glDeleteObjectARB(this->vertexShader);
[5322]92  }
[5273]93  if (this->shaderProgram != 0)
[5321]94  {
95    GLint status = 0;
[5322]96    //glLinkProgramARB(this->shaderProgram);
[5273]97    glDeleteObjectARB(this->shaderProgram);
[5321]98       // link error checking
99    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
100    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
101      this->printError(this->shaderProgram);
102  }
[3543]103}
[5261]104
[5323]105Shader* Shader::getShader(const char* vertexShaderFile, const char* fragmentShaderFile)
106{
[6645]107  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile);
[5323]108}
109
110bool Shader::unload(Shader* shader)
111{
112  return ResourceManager::getInstance()->unload(shader);
113}
114
[5317]115Shader* Shader::storedShader = NULL;
[5261]116
[5317]117
[5261]118bool Shader::loadShaderProgramm(SHADER_TYPE type, const char* fileName)
119{
[5319]120  GLhandleARB shader = 0;
[5285]121
[5262]122  if (type != SHADER_VERTEX && type != SHADER_FRAGMENT)
[5261]123    return false;
[5262]124  this->deleteProgram(type);
[5261]125
126
[7164]127  std::vector<char*>* program = fileReadArray(fileName);
[5318]128
[5266]129  if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader)
[5262]130  {
131    this->vertexShaderFile = new char[strlen(fileName)+1];
132    strcpy(this->vertexShaderFile, fileName);
133
[5269]134    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
[5263]135  }
[5262]136
[5263]137  if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader)
138  {
[5266]139    this->fragmentShaderFile = new char[strlen(fileName)+1];
140    strcpy(this->fragmentShaderFile, fileName);
141
[5269]142    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
[5263]143  }
[5273]144
145  if (shader != 0)
[5319]146  {
[5320]147    GLint status = 0;
[7164]148    glShaderSourceARB(shader, program->size(), (const char**)&(*program)[0], NULL);
[5320]149    glCompileShaderARB(shader);
150    // checking on error.
151    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
152    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
153      this->printError(shader);
154    else
155      glAttachObjectARB(this->shaderProgram, shader);
[5319]156  }
[7164]157  for (unsigned int i=0; i< program->size(); i++)
158    delete[] (*program)[i];
[5319]159  delete program;
[5261]160}
161
[5266]162char* Shader::fileRead(const char* fileName)
[5261]163{
[5266]164  FILE* fileHandle;
165  char* content = NULL;
166
167  int count = 0;
168
[5271]169  if (fileName == NULL)
170    return NULL;
[5266]171
[5271]172  fileHandle = fopen(fileName, "rt");
[5266]173
[5271]174  if (fileHandle == NULL)
175    return NULL;
176  fseek(fileHandle, 0, SEEK_END);
177  count = ftell(fileHandle);
178  rewind(fileHandle);
179  if (count > 0) {
180     content = new char[count+1];
181     count = fread(content, sizeof(char), count, fileHandle);
182     content[count] = '\0';
183   }
184   fclose(fileHandle);
185 return content;
[5266]186}
187
[5318]188
[7164]189std::vector<char*>* Shader::fileReadArray(const char* fileName)
[5318]190{
191  FILE*    stream;           //< The stream we use to read the file.
192
193  if( (stream = fopen (fileName, "rt")) == NULL)
194  {
195    PRINTF(1)("Shader could not open %s\n", fileName);
196    return NULL;
197  }
[7164]198  std::vector<char*>* file = new std::vector<char*>;
[5318]199
200  char lineBuffer[PARSELINELENGHT];
201  char* addString;
202  while(fgets (lineBuffer, PARSELINELENGHT, stream) != NULL)
203  {
204    addString = new char[strlen(lineBuffer)+1];
205    strcpy(addString, lineBuffer);
[7164]206    file->push_back(addString);
[5318]207  }
208  fclose(stream);
209  return file;
210}
211
212
213
[5266]214void Shader::activateShader()
215{
[5273]216  if (likely (this->shaderProgram != 0))
[5317]217  {
[5273]218    glUseProgramObjectARB(this->shaderProgram);
[5317]219    Shader::storedShader = this;
220  }
[5261]221}
[5262]222
[5266]223void Shader::deactivateShader()
224{
[5364]225 if (storedShader != NULL)
226   glUseProgramObjectARB(0);
227 Shader::storedShader = NULL;
[5266]228}
[5262]229
[5266]230
[5262]231void Shader::deleteProgram(SHADER_TYPE type)
232{
[5335]233  GLint status = 0;
[5273]234  if (type == SHADER_VERTEX && this->vertexShader != 0)
[5262]235  {
236    delete[] this->vertexShaderFile;
237    this->vertexShaderFile = NULL;
[5321]238    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5263]239    glDeleteObjectARB(this->vertexShader);
[5320]240    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
241    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
242      Shader::printError(this->vertexShader);
[5263]243    this->vertexShader = 0;
[5262]244  }
[5273]245  else if (type == SHADER_FRAGMENT && this->fragmentShader != 0)
[5262]246  {
247    delete[] this->fragmentShaderFile;
248    this->fragmentShaderFile = NULL;
[5321]249    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5263]250    glDeleteObjectARB(this->fragmentShader);
[5320]251    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
252    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
253      Shader::printError(this->fragmentShader);
[5263]254    this->fragmentShader = 0;
[5262]255  }
256  else
257    return;
258}
259
[5264]260
[5319]261void Shader::printError(GLhandleARB program)
[5264]262{
[5273]263  if (program == 0)
264    return;
265
[5267]266  int infologLength = 0;
267  int charsWritten  = 0;
268  char *infoLog;
269
270  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
271                            &infologLength);
272
273  if (infologLength > 0)
274  {
[5283]275    infoLog = new char[infologLength+1];
[5267]276    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
[5269]277    printf("%s\n", infoLog);
[5283]278    delete[] infoLog;
[5267]279  }
[5264]280}
281
[5333]282bool Shader::checkShaderAbility()
283{
284  if (GLEW_ARB_shader_objects &&
285      GLEW_ARB_shading_language_100 &&
286      GLEW_ARB_vertex_shader &&
287      GLEW_ARB_fragment_shader)
288    return true;
289  else
290    return false;
291}
[5264]292
[5262]293void Shader::debug() const
294{
295  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
296  if (this->vertexShader != 0)
297  {
[5266]298/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
[5262]299    if (this->vertexShaderSource != NULL)
300      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
301        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
302  }
303  if (this->fragmentShader != 0)
304  {
305    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
306    if (this->fragmentShaderSource != NULL)
307      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
[5266]308        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
[5262]309  }
310}
311
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