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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 8914

Last change on this file since 8914 was 8316, checked in by bensch, 18 years ago

trunk: fixed most -Wall warnings… but there are still many missing :/

File size: 7.9 KB
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1/*
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.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
17
18#include "shader.h"
19
20#include "stdlibincl.h"
21#include "compiler.h"
22//#include <stdio.h>
23#include <fstream>
24
25#include "debug.h"
26
27#include "util/loading/resource_manager.h"
28
29
30#ifndef PARSELINELENGTH
31#define PARSELINELENGTH     512       //!< how many chars to read at once
32#endif
33
34using namespace std;
35
36
37/**
38 * standard constructor
39*/
40Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
41{
42   this->setClassID(CL_SHADER, "Shader");
43
44   this->shaderProgram = 0;
45   this->vertexShader = 0;
46   this->fragmentShader = 0;
47
48   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
49     {
50       this->shaderProgram = glCreateProgramObjectARB();
51
52       if (!vertexShaderFile.empty())
53         this->loadShaderProgramm(Shader::Vertex, vertexShaderFile);
54       if (!fragmentShaderFile.empty())
55         this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile);
56
57       this->linkShaderProgram();
58
59    }
60   else
61     {
62       PRINTF(2)("Shaders are not supported on your hardware\n");
63     }
64}
65
66
67/**
68 * standard deconstructor
69 */
70Shader::~Shader ()
71{
72  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
73    Shader::deactivateShader();
74
75  // delete what has to be deleted here
76  this->deleteProgram(Shader::Vertex);
77  this->deleteProgram(Shader::Fragment);
78
79  if (this->fragmentShader != 0)
80  {
81    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
82    glDeleteObjectARB(this->fragmentShader);
83  }
84  if (this->vertexShader != 0)
85  {
86    glDetachObjectARB(this->shaderProgram, this->vertexShader);
87    glDeleteObjectARB(this->vertexShader);
88  }
89  if (this->shaderProgram != 0)
90  {
91    GLint status = 0;
92    //glLinkProgramARB(this->shaderProgram);
93    glDeleteObjectARB(this->shaderProgram);
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  }
99}
100
101Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
102{
103  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile);
104}
105
106bool Shader::unload(Shader* shader)
107{
108  return ResourceManager::getInstance()->unload(shader);
109}
110
111Shader* Shader::storedShader = NULL;
112
113
114bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName)
115{
116  GLhandleARB shader = 0;
117
118  if (type != Shader::Vertex && type != Shader::Fragment)
119    return false;
120  this->deleteProgram(type);
121
122
123  std::string program;
124  if (!readShader(fileName, program))
125    return false;
126
127  if (type == Shader::Vertex && GLEW_ARB_vertex_shader)
128  {
129    this->vertexShaderFile = fileName;
130
131    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
132  }
133
134  if (type == Shader::Fragment && GLEW_ARB_fragment_shader)
135  {
136    this->fragmentShaderFile = fileName;
137
138    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
139  }
140
141  if (shader != 0)
142  {
143    GLint status = 0;
144    const char* prog = program.c_str();
145
146    glShaderSourceARB(shader, 1, &prog, NULL);
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);
154  }
155  return true;
156}
157
158
159void Shader::linkShaderProgram()
160{
161  GLint status = 0;
162
163  glLinkProgramARB(this->shaderProgram);
164       // link error checking
165  glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
166  if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
167    this->printError(this->shaderProgram);
168}
169
170
171bool Shader::readShader(const std::string& fileName, std::string& output)
172{
173  char lineBuffer[PARSELINELENGTH];
174
175  std::ifstream shader;
176  shader.open(fileName.c_str());
177  if (!shader.is_open())
178    return false;
179
180
181  while (!shader.eof())
182  {
183    shader.getline(lineBuffer, PARSELINELENGTH);
184    output += lineBuffer;
185    output += "\n";
186  }
187
188
189  shader.close();
190  return true;
191}
192
193
194
195void Shader::activateShader()
196{
197  if (likely (this->shaderProgram != 0))
198  {
199    glUseProgramObjectARB(this->shaderProgram);
200    Shader::storedShader = this;
201  }
202}
203
204void Shader::bindShader(const char* name, const float* value, size_t size)
205{
206        if (likely (this->shaderProgram != 0)) {
207                glUseProgramObjectARB(this->shaderProgram);
208
209                unsigned int location = glGetUniformLocationARB(this->shaderProgram, name);
210                /* This is EXPENSIVE and should be avoided. */
211
212                if      (size == 1)  glUniform1fvARB(location, 1, value);
213                else if (size == 2)  glUniform2fvARB(location, 1, value);
214                else if (size == 3)  glUniform3fvARB(location, 1, value);
215                else if (size == 4)  glUniform4fvARB(location, 1, value);
216                else if (size == 9)  glUniformMatrix3fvARB(location, 1, false, value);
217                else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value);
218
219        }
220}
221
222void Shader::deactivateShader()
223{
224 if (storedShader != NULL)
225   glUseProgramObjectARB(0);
226 Shader::storedShader = NULL;
227}
228
229
230void Shader::deleteProgram(Shader::Type type)
231{
232  GLint status = 0;
233  if (type == Shader::Vertex && this->vertexShader != 0)
234  {
235    this->vertexShaderFile = "";
236    glDetachObjectARB(this->shaderProgram, this->vertexShader);
237    glDeleteObjectARB(this->vertexShader);
238    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
239    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
240      Shader::printError(this->vertexShader);
241    this->vertexShader = 0;
242  }
243  else if (type == Shader::Fragment && this->fragmentShader != 0)
244  {
245    this->fragmentShaderFile = "";
246    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
247    glDeleteObjectARB(this->fragmentShader);
248    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
249    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
250      Shader::printError(this->fragmentShader);
251    this->fragmentShader = 0;
252  }
253  else
254    return;
255}
256
257
258void Shader::printError(GLhandleARB program)
259{
260  if (program == 0)
261    return;
262
263  int infologLength = 0;
264  int charsWritten  = 0;
265  char *infoLog;
266
267  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
268                            &infologLength);
269
270  if (infologLength > 0)
271  {
272    infoLog = new char[infologLength+1];
273    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
274    printf("%s\n", infoLog);
275    delete[] infoLog;
276  }
277}
278
279bool Shader::checkShaderAbility()
280{
281  if (GLEW_ARB_shader_objects &&
282      GLEW_ARB_shading_language_100 &&
283      GLEW_ARB_vertex_shader &&
284      GLEW_ARB_fragment_shader)
285    return true;
286  else
287    return false;
288}
289
290void Shader::debug() const
291{
292  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
293  if (this->vertexShader != 0)
294  {
295/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
296    if (this->vertexShaderSource != NULL)
297      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
298        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
299  }
300  if (this->fragmentShader != 0)
301  {
302    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
303    if (this->fragmentShaderSource != NULL)
304      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
305        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
306  }
307}
308
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