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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 8295

Last change on this file since 8295 was 8255, checked in by bensch, 18 years ago

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

File size: 7.9 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"
[8037]22//#include <stdio.h>
23#include <fstream>
24
[5262]25#include "debug.h"
26
[7193]27#include "util/loading/resource_manager.h"
[5262]28
[5323]29
[8037]30#ifndef PARSELINELENGTH
31#define PARSELINELENGTH     512       //!< how many chars to read at once
[5262]32#endif
33
[1856]34using namespace std;
[1853]35
[1856]36
[3245]37/**
[4838]38 * standard constructor
[3245]39*/
[7221]40Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
[3365]41{
[5261]42   this->setClassID(CL_SHADER, "Shader");
[4320]43
[5261]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     {
50       this->shaderProgram = glCreateProgramObjectARB();
[5263]51
[7221]52       if (!vertexShaderFile.empty())
[8037]53         this->loadShaderProgramm(Shader::Vertex, vertexShaderFile);
[7221]54       if (!fragmentShaderFile.empty())
[8037]55         this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile);
56
57       this->linkShaderProgram();
58
[5320]59    }
[5273]60   else
61     {
62       PRINTF(2)("Shaders are not supported on your hardware\n");
63     }
[3365]64}
[1853]65
66
[3245]67/**
[4838]68 * standard deconstructor
[5318]69 */
[5261]70Shader::~Shader ()
[3543]71{
[5322]72  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
[5318]73    Shader::deactivateShader();
74
[3543]75  // delete what has to be deleted here
[8037]76  this->deleteProgram(Shader::Vertex);
77  this->deleteProgram(Shader::Fragment);
[5263]78
[5273]79  if (this->fragmentShader != 0)
[5322]80  {
81    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5273]82    glDeleteObjectARB(this->fragmentShader);
[5322]83  }
[5273]84  if (this->vertexShader != 0)
[5322]85  {
86    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5273]87    glDeleteObjectARB(this->vertexShader);
[5322]88  }
[5273]89  if (this->shaderProgram != 0)
[5321]90  {
91    GLint status = 0;
[5322]92    //glLinkProgramARB(this->shaderProgram);
[5273]93    glDeleteObjectARB(this->shaderProgram);
[5321]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  }
[3543]99}
[5261]100
[7221]101Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
[5323]102{
[6645]103  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile);
[5323]104}
105
106bool Shader::unload(Shader* shader)
107{
108  return ResourceManager::getInstance()->unload(shader);
109}
110
[5317]111Shader* Shader::storedShader = NULL;
[5261]112
[5317]113
[8037]114bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName)
[5261]115{
[5319]116  GLhandleARB shader = 0;
[5285]117
[8037]118  if (type != Shader::Vertex && type != Shader::Fragment)
[5261]119    return false;
[5262]120  this->deleteProgram(type);
[5261]121
122
[8037]123  std::string program;
124  if (!readShader(fileName, program))
125    return false;
[5318]126
[8037]127  if (type == Shader::Vertex && GLEW_ARB_vertex_shader)
[5262]128  {
[7221]129    this->vertexShaderFile = fileName;
[5262]130
[5269]131    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
[5263]132  }
[5262]133
[8037]134  if (type == Shader::Fragment && GLEW_ARB_fragment_shader)
[5263]135  {
[7221]136    this->fragmentShaderFile = fileName;
[5266]137
[5269]138    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
[5263]139  }
[5273]140
141  if (shader != 0)
[5319]142  {
[5320]143    GLint status = 0;
[8037]144    const char* prog = program.c_str();
145
146    glShaderSourceARB(shader, 1, &prog, NULL);
[5320]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);
[5319]154  }
[5261]155}
156
[8037]157
158void Shader::linkShaderProgram()
[5261]159{
[8037]160  GLint status = 0;
[5266]161
[8037]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}
[5266]168
169
[8037]170bool Shader::readShader(const std::string& fileName, std::string& output)
171{
172  char lineBuffer[PARSELINELENGTH];
[5266]173
[8037]174  std::ifstream shader;
175  shader.open(fileName.c_str());
176  if (!shader.is_open())
177    return false;
[5266]178
[5318]179
[8037]180  while (!shader.eof())
[5318]181  {
[8037]182    shader.getline(lineBuffer, PARSELINELENGTH);
183    output += lineBuffer;
184    output += "\n";
[5318]185  }
186
[8037]187
188  shader.close();
189  return true;
[5318]190}
191
192
193
[5266]194void Shader::activateShader()
195{
[5273]196  if (likely (this->shaderProgram != 0))
[5317]197  {
[5273]198    glUseProgramObjectARB(this->shaderProgram);
[5317]199    Shader::storedShader = this;
200  }
[5261]201}
[5262]202
[8255]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
[5266]221void Shader::deactivateShader()
222{
[5364]223 if (storedShader != NULL)
224   glUseProgramObjectARB(0);
225 Shader::storedShader = NULL;
[5266]226}
[5262]227
[5266]228
[8037]229void Shader::deleteProgram(Shader::Type type)
[5262]230{
[5335]231  GLint status = 0;
[8037]232  if (type == Shader::Vertex && this->vertexShader != 0)
[5262]233  {
[7221]234    this->vertexShaderFile = "";
[5321]235    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5263]236    glDeleteObjectARB(this->vertexShader);
[5320]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);
[5263]240    this->vertexShader = 0;
[5262]241  }
[8037]242  else if (type == Shader::Fragment && this->fragmentShader != 0)
[5262]243  {
[7221]244    this->fragmentShaderFile = "";
[5321]245    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5263]246    glDeleteObjectARB(this->fragmentShader);
[5320]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);
[5263]250    this->fragmentShader = 0;
[5262]251  }
252  else
253    return;
254}
255
[5264]256
[5319]257void Shader::printError(GLhandleARB program)
[5264]258{
[5273]259  if (program == 0)
260    return;
261
[5267]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  {
[5283]271    infoLog = new char[infologLength+1];
[5267]272    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
[5269]273    printf("%s\n", infoLog);
[5283]274    delete[] infoLog;
[5267]275  }
[5264]276}
277
[5333]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}
[5264]288
[5262]289void Shader::debug() const
290{
291  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
292  if (this->vertexShader != 0)
293  {
[5266]294/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
[5262]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++)
[5266]304        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
[5262]305  }
306}
307
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