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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 9896

Last change on this file since 9896 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 2.2 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{
[9869]37  switch (count)
[5322]38  {
[9869]39    case 1:
40    glUniform1fv(this->uniform, 1, vv);
41    break;
42    case 2:
43    glUniform2fv(this->uniform, 2, vv);
44    break;
45    case 3:
46    glUniform3fv(this->uniform, 3, vv);
47    break;
48    case 4:
49    glUniform4fv(this->uniform, 4, vv);
50    break;
[5322]51  }
[3543]52}
[9869]53void Shader::Uniform::setV(unsigned int count, int* vv) const
[5323]54{
[9869]55  switch (count)
[5262]56  {
[9869]57    case 1:
58    glUniform1iv(this->uniform, 1, vv);
59    break;
60    case 2:
61    glUniform2iv(this->uniform, 2, vv);
62    break;
63    case 3:
64    glUniform3iv(this->uniform, 3, vv);
65    break;
66    case 4:
67    glUniform4iv(this->uniform, 4, vv);
68    break;
[5263]69  }
[9869]70}
[5262]71
[5266]72
[5273]73
[9869]74Shader::Shader()
75  : data(new ShaderData)
[5261]76{
[5266]77
[8037]78}
[5266]79
[9869]80/**
81 * standard constructor
82*/
83Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
84  : data(new ShaderData)
[8037]85{
[9869]86  if (!Shader::checkShaderAbility())
87    PRINTF(2)("Your system does not support shaders\n");
88  this->load(vertexShaderFile, fragmentShaderFile);
[5266]89
[5318]90}
91
[9869]92const Shader* Shader::storedShader = NULL;
[5318]93
[9869]94void Shader::activateShader() const
[5266]95{
[9869]96  if (likely (this->getProgram() != 0))
[5317]97  {
[9869]98    glUseProgramObjectARB(this->getProgram());
[5317]99    Shader::storedShader = this;
100  }
[5261]101}
[5266]102void Shader::deactivateShader()
103{
[9869]104  if (storedShader != NULL)
105    glUseProgramObjectARB(0);
106  Shader::storedShader = NULL;
[5266]107}
[5262]108
[5333]109bool Shader::checkShaderAbility()
110{
111  if (GLEW_ARB_shader_objects &&
112      GLEW_ARB_shading_language_100 &&
113      GLEW_ARB_vertex_shader &&
114      GLEW_ARB_fragment_shader)
115    return true;
116  else
117    return false;
118}
[5264]119
[5262]120
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