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source: orxonox.OLD/branches/network/src/lib/graphics/shader_data.cc @ 9901

Last change on this file since 9901 was 9901, checked in by rennerc, 18 years ago

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File size: 7.3 KB
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[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
[9806]18#include "shader_data.h"
[1853]19
[5262]20#include "stdlibincl.h"
[5273]21#include "compiler.h"
[8037]22//#include <stdio.h>
23#include <fstream>
24
[5262]25#include "debug.h"
26
27
[8037]28#ifndef PARSELINELENGTH
29#define PARSELINELENGTH     512       //!< how many chars to read at once
[5262]30#endif
31
[1853]32
[9806]33ObjectListDefinition(ShaderData);
[1856]34
[3245]35/**
[4838]36 * standard constructor
[3245]37*/
[9818]38ShaderData::ShaderData ()
[3365]39{
[9818]40  this->registerObject(this, ShaderData::_objectList);
[9806]41  this->shaderProgram = 0;
42  this->vertexShader = 0;
43  this->fragmentShader = 0;
[9818]44}
[5262]45
[9818]46
47/// TODO fix that shaders are unloaded first. then loaded
48bool ShaderData::load(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
49{
[9806]50  if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
51  {
52    this->shaderProgram = glCreateProgramObjectARB();
[5263]53
[9806]54    if (!vertexShaderFile.empty())
[9818]55      this->loadShaderProgramm(ShaderData::Vertex, vertexShaderFile);
[9806]56    if (!fragmentShaderFile.empty())
[9818]57      this->loadShaderProgramm(ShaderData::Fragment, fragmentShaderFile);
[8037]58
[9806]59    this->linkShaderProgram();
[8037]60
[9806]61  }
62  else
63  {
64    PRINTF(2)("Shaders are not supported on your hardware\n");
[9901]65    return true;
[9806]66  }
[9901]67 
68  return true;
[3365]69}
[1853]70
[3245]71/**
[4838]72 * standard deconstructor
[5318]73 */
[9818]74ShaderData::~ShaderData ()
[3543]75{
[5322]76  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
[9818]77    glUseProgramObjectARB(0);
[5318]78
[3543]79  // delete what has to be deleted here
[9818]80  this->deleteProgram(ShaderData::Vertex);
81  this->deleteProgram(ShaderData::Fragment);
[5263]82
[5273]83  if (this->fragmentShader != 0)
[5322]84  {
85    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5273]86    glDeleteObjectARB(this->fragmentShader);
[5322]87  }
[5273]88  if (this->vertexShader != 0)
[5322]89  {
90    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5273]91    glDeleteObjectARB(this->vertexShader);
[5322]92  }
[5273]93  if (this->shaderProgram != 0)
[5321]94  {
95    GLint status = 0;
[5322]96    //glLinkProgramARB(this->shaderProgram);
[5273]97    glDeleteObjectARB(this->shaderProgram);
[9806]98    // link error checking
[5321]99    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
100    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
101      this->printError(this->shaderProgram);
102  }
[3543]103}
[5261]104
[9818]105bool ShaderData::loadShaderProgramm(ShaderData::Type type, const std::string& fileName)
[5261]106{
[5319]107  GLhandleARB shader = 0;
[5285]108
[9818]109  if (type != ShaderData::Vertex && type != ShaderData::Fragment)
[5261]110    return false;
[5262]111  this->deleteProgram(type);
[5261]112
113
[8037]114  std::string program;
115  if (!readShader(fileName, program))
116    return false;
[5318]117
[9818]118  if (type == ShaderData::Vertex && GLEW_ARB_vertex_shader)
[5262]119  {
[7221]120    this->vertexShaderFile = fileName;
[5262]121
[5269]122    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
[5263]123  }
[5262]124
[9818]125  if (type == ShaderData::Fragment && GLEW_ARB_fragment_shader)
[5263]126  {
[7221]127    this->fragmentShaderFile = fileName;
[5266]128
[5269]129    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
[5263]130  }
[5273]131
132  if (shader != 0)
[5319]133  {
[5320]134    GLint status = 0;
[8037]135    const char* prog = program.c_str();
136
137    glShaderSourceARB(shader, 1, &prog, NULL);
[5320]138    glCompileShaderARB(shader);
139    // checking on error.
140    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
141    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
142      this->printError(shader);
143    else
144      glAttachObjectARB(this->shaderProgram, shader);
[5319]145  }
[8316]146  return true;
[5261]147}
148
[8037]149
[9818]150void ShaderData::linkShaderProgram()
[5261]151{
[8037]152  GLint status = 0;
[5266]153
[8037]154  glLinkProgramARB(this->shaderProgram);
[9806]155  // link error checking
[8037]156  glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
157  if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
158    this->printError(this->shaderProgram);
159}
[5266]160
161
[9818]162bool ShaderData::readShader(const std::string& fileName, std::string& output)
[8037]163{
164  char lineBuffer[PARSELINELENGTH];
[5266]165
[8037]166  std::ifstream shader;
167  shader.open(fileName.c_str());
168  if (!shader.is_open())
169    return false;
[5266]170
[5318]171
[8037]172  while (!shader.eof())
[5318]173  {
[8037]174    shader.getline(lineBuffer, PARSELINELENGTH);
175    output += lineBuffer;
176    output += "\n";
[5318]177  }
178
[8037]179
180  shader.close();
181  return true;
[5318]182}
183
[9818]184void ShaderData::bindShader(const char* name, const float* value, size_t size)
[5266]185{
[5273]186  if (likely (this->shaderProgram != 0))
[5317]187  {
[5273]188    glUseProgramObjectARB(this->shaderProgram);
[5262]189
[9806]190    unsigned int location = glGetUniformLocationARB(this->shaderProgram, name);
191    /* This is EXPENSIVE and should be avoided. */
[8255]192
[9806]193    if      (size == 1)  glUniform1fvARB(location, 1, value);
194    else if (size == 2)  glUniform2fvARB(location, 1, value);
195    else if (size == 3)  glUniform3fvARB(location, 1, value);
196    else if (size == 4)  glUniform4fvARB(location, 1, value);
197    else if (size == 9)  glUniformMatrix3fvARB(location, 1, false, value);
198    else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value);
[8255]199
[9806]200  }
[8255]201}
202
[9818]203void ShaderData::deleteProgram(ShaderData::Type type)
[5266]204{
[5335]205  GLint status = 0;
[9818]206  if (type == ShaderData::Vertex && this->vertexShader != 0)
[5262]207  {
[7221]208    this->vertexShaderFile = "";
[5321]209    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5263]210    glDeleteObjectARB(this->vertexShader);
[5320]211    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
212    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
[9818]213      ShaderData::printError(this->vertexShader);
[5263]214    this->vertexShader = 0;
[5262]215  }
[9818]216  else if (type == ShaderData::Fragment && this->fragmentShader != 0)
[5262]217  {
[7221]218    this->fragmentShaderFile = "";
[5321]219    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5263]220    glDeleteObjectARB(this->fragmentShader);
[5320]221    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
222    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
[9818]223      ShaderData::printError(this->fragmentShader);
[5263]224    this->fragmentShader = 0;
[5262]225  }
226  else
227    return;
228}
229
[5264]230
[9818]231void ShaderData::printError(GLhandleARB program)
[5264]232{
[5273]233  if (program == 0)
234    return;
235
[5267]236  int infologLength = 0;
237  int charsWritten  = 0;
238  char *infoLog;
239
240  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
241                            &infologLength);
242
243  if (infologLength > 0)
244  {
[5283]245    infoLog = new char[infologLength+1];
[5267]246    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
[5269]247    printf("%s\n", infoLog);
[5283]248    delete[] infoLog;
[5267]249  }
[5264]250}
251
[9818]252void ShaderData::debug() const
[5333]253{
[9818]254  PRINT(3)("ShaderData info: (SHADER: %d)\n", this->shaderProgram);
[5262]255  if (this->vertexShader != 0)
256  {
[9806]257    /*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
258        if (this->vertexShaderSource != NULL)
259          for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
260            PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
261      }
262      if (this->fragmentShader != 0)
263      {
264        PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
265        if (this->fragmentShaderSource != NULL)
266          for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
267            PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
[5262]268  }
269}
270
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