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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 10089

Last change on this file since 10089 was 10034, checked in by rennerc, 18 years ago

fix for segfault with ati r300 driver

File size: 2.3 KB
Line 
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 "compiler.h"
21//#include <stdio.h>
22#include <fstream>
23
24#include "debug.h"
25
26
27
28#ifndef PARSELINELENGTH
29#define PARSELINELENGTH     512       //!< how many chars to read at once
30#endif
31
32
33ObjectListDefinition(Shader);
34
35void Shader::Uniform::setV(unsigned int count, float* vv) const
36{
37        if (Shader::isSupported()) 
38  switch (count)
39  {
40    case 1:
41    glUniform1fv(this->uniform, 1, vv);
42    break;
43    case 2:
44    glUniform2fv(this->uniform, 2, vv);
45    break;
46    case 3:
47    glUniform3fv(this->uniform, 3, vv);
48    break;
49    case 4:
50    glUniform4fv(this->uniform, 4, vv);
51    break;
52  }
53}
54void Shader::Uniform::setV(unsigned int count, int* vv) const
55{
56        if (Shader::isSupported()) 
57  switch (count)
58  {
59    case 1:
60    glUniform1iv(this->uniform, 1, vv);
61    break;
62    case 2:
63    glUniform2iv(this->uniform, 2, vv);
64    break;
65    case 3:
66    glUniform3iv(this->uniform, 3, vv);
67    break;
68    case 4:
69    glUniform4iv(this->uniform, 4, vv);
70    break;
71  }
72}
73
74
75
76Shader::Shader()
77  : data(NULL)
78{
79
80}
81
82/**
83 * standard constructor
84*/
85Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
86  : data(new ShaderData)
87{
88  if (!Shader::checkShaderAbility())
89    PRINTF(2)("Your system does not support shaders\n");
90  this->load(vertexShaderFile, fragmentShaderFile);
91
92}
93
94const Shader* Shader::storedShader = NULL;
95
96void Shader::activateShader() const
97{
98  if (likely (this->getProgram() != 0))
99  {
100    glUseProgramObjectARB(this->getProgram());
101    Shader::storedShader = this;
102  }
103}
104void Shader::deactivateShader()
105{
106  if (storedShader != NULL)
107    glUseProgramObjectARB(0);
108  Shader::storedShader = NULL;
109}
110
111bool Shader::checkShaderAbility()
112{
113  if (GLEW_ARB_shader_objects &&
114      GLEW_ARB_shading_language_100 &&
115      GLEW_ARB_vertex_shader &&
116      GLEW_ARB_fragment_shader)
117    return true;
118  else
119    return false;
120}
121
122
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