1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
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17 | |
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18 | #include "shader.h" |
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19 | |
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20 | #include "stdlibincl.h" |
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21 | #include "compiler.h" |
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22 | //#include <stdio.h> |
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23 | #include <fstream> |
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24 | |
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25 | #include "debug.h" |
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26 | |
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27 | #include "util/loading/resource_manager.h" |
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28 | |
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29 | |
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30 | #ifndef PARSELINELENGTH |
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31 | #define PARSELINELENGTH 512 //!< how many chars to read at once |
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32 | #endif |
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33 | |
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34 | using namespace std; |
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35 | |
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36 | |
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37 | /** |
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38 | * standard constructor |
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39 | */ |
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40 | Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile) |
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41 | { |
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42 | this->setClassID(CL_SHADER, "Shader"); |
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43 | |
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44 | this->shaderProgram = 0; |
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45 | this->vertexShader = 0; |
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46 | this->fragmentShader = 0; |
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47 | |
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48 | if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100) |
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49 | { |
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50 | this->shaderProgram = glCreateProgramObjectARB(); |
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51 | |
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52 | if (!vertexShaderFile.empty()) |
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53 | this->loadShaderProgramm(Shader::Vertex, vertexShaderFile); |
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54 | if (!fragmentShaderFile.empty()) |
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55 | this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile); |
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56 | |
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57 | this->linkShaderProgram(); |
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58 | |
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59 | } |
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60 | else |
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61 | { |
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62 | PRINTF(2)("Shaders are not supported on your hardware\n"); |
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63 | } |
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64 | } |
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65 | |
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66 | |
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67 | /** |
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68 | * standard deconstructor |
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69 | */ |
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70 | Shader::~Shader () |
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71 | { |
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72 | if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB)) |
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73 | Shader::deactivateShader(); |
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74 | |
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75 | // delete what has to be deleted here |
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76 | this->deleteProgram(Shader::Vertex); |
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77 | this->deleteProgram(Shader::Fragment); |
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78 | |
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79 | if (this->fragmentShader != 0) |
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80 | { |
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81 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); |
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82 | glDeleteObjectARB(this->fragmentShader); |
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83 | } |
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84 | if (this->vertexShader != 0) |
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85 | { |
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86 | glDetachObjectARB(this->shaderProgram, this->vertexShader); |
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87 | glDeleteObjectARB(this->vertexShader); |
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88 | } |
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89 | if (this->shaderProgram != 0) |
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90 | { |
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91 | GLint status = 0; |
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92 | //glLinkProgramARB(this->shaderProgram); |
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93 | glDeleteObjectARB(this->shaderProgram); |
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94 | // link error checking |
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95 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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96 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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97 | this->printError(this->shaderProgram); |
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98 | } |
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99 | } |
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100 | |
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101 | Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile) |
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102 | { |
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103 | return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER, RP_LEVEL, fragmentShaderFile); |
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104 | } |
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105 | |
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106 | bool Shader::unload(Shader* shader) |
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107 | { |
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108 | return ResourceManager::getInstance()->unload(shader); |
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109 | } |
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110 | |
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111 | Shader* Shader::storedShader = NULL; |
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112 | |
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113 | |
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114 | bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName) |
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115 | { |
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116 | GLhandleARB shader = 0; |
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117 | |
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118 | if (type != Shader::Vertex && type != Shader::Fragment) |
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119 | return false; |
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120 | this->deleteProgram(type); |
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121 | |
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122 | |
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123 | std::string program; |
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124 | if (!readShader(fileName, program)) |
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125 | return false; |
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126 | |
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127 | if (type == Shader::Vertex && GLEW_ARB_vertex_shader) |
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128 | { |
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129 | this->vertexShaderFile = fileName; |
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130 | |
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131 | shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
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132 | } |
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133 | |
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134 | if (type == Shader::Fragment && GLEW_ARB_fragment_shader) |
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135 | { |
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136 | this->fragmentShaderFile = fileName; |
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137 | |
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138 | shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
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139 | } |
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140 | |
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141 | if (shader != 0) |
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142 | { |
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143 | GLint status = 0; |
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144 | const char* prog = program.c_str(); |
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145 | |
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146 | glShaderSourceARB(shader, 1, &prog, NULL); |
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147 | glCompileShaderARB(shader); |
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148 | // checking on error. |
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149 | glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); |
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150 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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151 | this->printError(shader); |
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152 | else |
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153 | glAttachObjectARB(this->shaderProgram, shader); |
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154 | } |
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155 | } |
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156 | |
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157 | |
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158 | void Shader::linkShaderProgram() |
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159 | { |
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160 | GLint status = 0; |
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161 | |
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162 | glLinkProgramARB(this->shaderProgram); |
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163 | // link error checking |
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164 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status); |
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165 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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166 | this->printError(this->shaderProgram); |
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167 | } |
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168 | |
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169 | |
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170 | bool Shader::readShader(const std::string& fileName, std::string& output) |
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171 | { |
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172 | char lineBuffer[PARSELINELENGTH]; |
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173 | |
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174 | std::ifstream shader; |
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175 | shader.open(fileName.c_str()); |
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176 | if (!shader.is_open()) |
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177 | return false; |
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178 | |
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179 | |
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180 | while (!shader.eof()) |
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181 | { |
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182 | shader.getline(lineBuffer, PARSELINELENGTH); |
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183 | output += lineBuffer; |
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184 | output += "\n"; |
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185 | } |
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186 | |
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187 | |
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188 | shader.close(); |
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189 | return true; |
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190 | } |
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191 | |
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192 | |
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193 | |
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194 | void Shader::activateShader() |
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195 | { |
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196 | if (likely (this->shaderProgram != 0)) |
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197 | { |
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198 | glUseProgramObjectARB(this->shaderProgram); |
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199 | Shader::storedShader = this; |
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200 | } |
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201 | } |
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202 | |
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203 | void Shader::bindShader(const char* name, const float* value, size_t size) |
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204 | { |
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205 | if (likely (this->shaderProgram != 0)) { |
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206 | glUseProgramObjectARB(this->shaderProgram); |
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207 | |
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208 | unsigned int location = glGetUniformLocationARB(this->shaderProgram, name); |
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209 | /* This is EXPENSIVE and should be avoided. */ |
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210 | |
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211 | if (size == 1) glUniform1fvARB(location, 1, value); |
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212 | else if (size == 2) glUniform2fvARB(location, 1, value); |
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213 | else if (size == 3) glUniform3fvARB(location, 1, value); |
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214 | else if (size == 4) glUniform4fvARB(location, 1, value); |
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215 | else if (size == 9) glUniformMatrix3fvARB(location, 1, false, value); |
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216 | else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value); |
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217 | |
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218 | } |
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219 | } |
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220 | |
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221 | void Shader::deactivateShader() |
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222 | { |
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223 | if (storedShader != NULL) |
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224 | glUseProgramObjectARB(0); |
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225 | Shader::storedShader = NULL; |
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226 | } |
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227 | |
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228 | |
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229 | void Shader::deleteProgram(Shader::Type type) |
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230 | { |
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231 | GLint status = 0; |
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232 | if (type == Shader::Vertex && this->vertexShader != 0) |
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233 | { |
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234 | this->vertexShaderFile = ""; |
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235 | glDetachObjectARB(this->shaderProgram, this->vertexShader); |
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236 | glDeleteObjectARB(this->vertexShader); |
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237 | glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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238 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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239 | Shader::printError(this->vertexShader); |
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240 | this->vertexShader = 0; |
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241 | } |
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242 | else if (type == Shader::Fragment && this->fragmentShader != 0) |
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243 | { |
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244 | this->fragmentShaderFile = ""; |
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245 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); |
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246 | glDeleteObjectARB(this->fragmentShader); |
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247 | glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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248 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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249 | Shader::printError(this->fragmentShader); |
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250 | this->fragmentShader = 0; |
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251 | } |
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252 | else |
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253 | return; |
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254 | } |
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255 | |
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256 | |
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257 | void Shader::printError(GLhandleARB program) |
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258 | { |
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259 | if (program == 0) |
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260 | return; |
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261 | |
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262 | int infologLength = 0; |
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263 | int charsWritten = 0; |
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264 | char *infoLog; |
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265 | |
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266 | glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB, |
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267 | &infologLength); |
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268 | |
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269 | if (infologLength > 0) |
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270 | { |
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271 | infoLog = new char[infologLength+1]; |
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272 | glGetInfoLogARB(program, infologLength, &charsWritten, infoLog); |
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273 | printf("%s\n", infoLog); |
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274 | delete[] infoLog; |
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275 | } |
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276 | } |
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277 | |
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278 | bool Shader::checkShaderAbility() |
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279 | { |
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280 | if (GLEW_ARB_shader_objects && |
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281 | GLEW_ARB_shading_language_100 && |
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282 | GLEW_ARB_vertex_shader && |
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283 | GLEW_ARB_fragment_shader) |
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284 | return true; |
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285 | else |
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286 | return false; |
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287 | } |
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288 | |
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289 | void Shader::debug() const |
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290 | { |
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291 | PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram); |
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292 | if (this->vertexShader != 0) |
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293 | { |
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294 | /* PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile); |
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295 | if (this->vertexShaderSource != NULL) |
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296 | for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++) |
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297 | PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i)); |
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298 | } |
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299 | if (this->fragmentShader != 0) |
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300 | { |
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301 | PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile); |
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302 | if (this->fragmentShaderSource != NULL) |
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303 | for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++) |
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304 | PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/ |
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305 | } |
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306 | } |
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307 | |
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