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 | |
---|
34 | |
---|
35 | |
---|
36 | |
---|
37 | /** |
---|
38 | * standard constructor |
---|
39 | */ |
---|
40 | Shader::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 | */ |
---|
70 | Shader::~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 | |
---|
101 | Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile) |
---|
102 | { |
---|
103 | return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER, RP_LEVEL, fragmentShaderFile); |
---|
104 | } |
---|
105 | |
---|
106 | bool Shader::unload(Shader* shader) |
---|
107 | { |
---|
108 | return ResourceManager::getInstance()->unload(shader); |
---|
109 | } |
---|
110 | |
---|
111 | Shader* Shader::storedShader = NULL; |
---|
112 | |
---|
113 | |
---|
114 | bool 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 | |
---|
159 | void 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 | |
---|
171 | bool 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 | |
---|
195 | void Shader::activateShader() |
---|
196 | { |
---|
197 | if (likely (this->shaderProgram != 0)) |
---|
198 | { |
---|
199 | glUseProgramObjectARB(this->shaderProgram); |
---|
200 | Shader::storedShader = this; |
---|
201 | } |
---|
202 | } |
---|
203 | |
---|
204 | void 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 | |
---|
222 | void Shader::deactivateShader() |
---|
223 | { |
---|
224 | if (storedShader != NULL) |
---|
225 | glUseProgramObjectARB(0); |
---|
226 | Shader::storedShader = NULL; |
---|
227 | } |
---|
228 | |
---|
229 | |
---|
230 | void 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 | |
---|
258 | void 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 | |
---|
279 | bool 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 | |
---|
290 | void 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 | |
---|