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source: orxonox.OLD/branches/network/src/lib/graphics/shader.cc @ 6693

Last change on this file since 6693 was 6693, checked in by patrick, 18 years ago

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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
[5261]18#include "shader.h"
[1853]19
[5262]20#include "stdlibincl.h"
[5273]21#include "compiler.h"
[5262]22#include <stdio.h>
23#include "debug.h"
[5318]24#include "array.h"
[5262]25
[5323]26#include "resource_manager.h"
[5262]27
[5323]28
[5262]29#ifndef PARSELINELENGHT
30#define PARSELINELENGHT     512       //!< how many chars to read at once
31#endif
32
[1856]33using namespace std;
[1853]34
[1856]35
[3245]36/**
[4838]37 * standard constructor
[3245]38*/
[5262]39Shader::Shader (const char* vertexShaderFile, const char* fragmentShaderFile)
[3365]40{
[5261]41   this->setClassID(CL_SHADER, "Shader");
[4320]42
[5261]43   this->fragmentShaderFile = NULL;
44   this->vertexShaderFile = NULL;
45   this->shaderProgram = 0;
46   this->vertexShader = 0;
47   this->fragmentShader = 0;
[5262]48
[5263]49   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
[5273]50     {
[5320]51       GLint status = 0;
52
[5273]53       this->shaderProgram = glCreateProgramObjectARB();
[5263]54
[5273]55       if (vertexShaderFile != NULL)
[5285]56         this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile);
[5273]57       if (fragmentShaderFile != NULL)
[5285]58         this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile);
[5320]59       glLinkProgramARB(this->shaderProgram);
60       // link error checking
61       glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
62       if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
63         this->printError(this->shaderProgram);
64    }
[5273]65   else
66     {
67       PRINTF(2)("Shaders are not supported on your hardware\n");
68     }
[3365]69}
[1853]70
71
[3245]72/**
[4838]73 * standard deconstructor
[5318]74 */
[5261]75Shader::~Shader ()
[3543]76{
[5322]77  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
[5318]78    Shader::deactivateShader();
79
[3543]80  // delete what has to be deleted here
[5262]81  this->deleteProgram(SHADER_VERTEX);
82  this->deleteProgram(SHADER_FRAGMENT);
[5263]83
[5273]84  if (this->fragmentShader != 0)
[5322]85  {
86    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5273]87    glDeleteObjectARB(this->fragmentShader);
[5322]88  }
[5273]89  if (this->vertexShader != 0)
[5322]90  {
91    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5273]92    glDeleteObjectARB(this->vertexShader);
[5322]93  }
[5273]94  if (this->shaderProgram != 0)
[5321]95  {
96    GLint status = 0;
[5322]97    //glLinkProgramARB(this->shaderProgram);
[5273]98    glDeleteObjectARB(this->shaderProgram);
[5321]99       // link error checking
100    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
101    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
102      this->printError(this->shaderProgram);
103  }
[3543]104}
[5261]105
[5323]106Shader* Shader::getShader(const char* vertexShaderFile, const char* fragmentShaderFile)
107{
[6693]108  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile);
[5323]109}
110
111bool Shader::unload(Shader* shader)
112{
113  return ResourceManager::getInstance()->unload(shader);
114}
115
[5317]116Shader* Shader::storedShader = NULL;
[5261]117
[5317]118
[5261]119bool Shader::loadShaderProgramm(SHADER_TYPE type, const char* fileName)
120{
[5319]121  GLhandleARB shader = 0;
[5285]122
[5262]123  if (type != SHADER_VERTEX && type != SHADER_FRAGMENT)
[5261]124    return false;
[5262]125  this->deleteProgram(type);
[5261]126
127
[5390]128  tArray<char*>* program = fileReadArray(fileName);
[5271]129  if (program == NULL)
130    return false;
[5318]131
[5266]132  if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader)
[5262]133  {
134    this->vertexShaderFile = new char[strlen(fileName)+1];
135    strcpy(this->vertexShaderFile, fileName);
136
[5269]137    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
[5263]138  }
[5262]139
[5263]140  if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader)
141  {
[5266]142    this->fragmentShaderFile = new char[strlen(fileName)+1];
143    strcpy(this->fragmentShaderFile, fileName);
144
[5269]145    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
[5263]146  }
[5273]147
148  if (shader != 0)
[5319]149  {
[5320]150    GLint status = 0;
[5321]151    glShaderSourceARB(shader, program->getCount(), (const char**)program->getArray(), NULL);
[5320]152    glCompileShaderARB(shader);
153    // checking on error.
154    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
155    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
156      this->printError(shader);
157    else
158      glAttachObjectARB(this->shaderProgram, shader);
[5319]159  }
160  for (unsigned int i=0; i< program->getCount(); i++)
161    delete[] program->getArray()[i];
162  delete program;
[5261]163}
164
[5266]165char* Shader::fileRead(const char* fileName)
[5261]166{
[5266]167  FILE* fileHandle;
168  char* content = NULL;
169
170  int count = 0;
171
[5271]172  if (fileName == NULL)
173    return NULL;
[5266]174
[5271]175  fileHandle = fopen(fileName, "rt");
[5266]176
[5271]177  if (fileHandle == NULL)
178    return NULL;
179  fseek(fileHandle, 0, SEEK_END);
180  count = ftell(fileHandle);
181  rewind(fileHandle);
182  if (count > 0) {
183     content = new char[count+1];
184     count = fread(content, sizeof(char), count, fileHandle);
185     content[count] = '\0';
186   }
187   fclose(fileHandle);
188 return content;
[5266]189}
190
[5318]191
[5390]192tArray<char*>* Shader::fileReadArray(const char* fileName)
[5318]193{
194  FILE*    stream;           //< The stream we use to read the file.
195
196  if( (stream = fopen (fileName, "rt")) == NULL)
197  {
198    PRINTF(1)("Shader could not open %s\n", fileName);
199    return NULL;
200  }
[5390]201  tArray<char*>* file = new tArray<char*>;
[5318]202
203  char lineBuffer[PARSELINELENGHT];
204  char* addString;
205  while(fgets (lineBuffer, PARSELINELENGHT, stream) != NULL)
206  {
207    addString = new char[strlen(lineBuffer)+1];
208    strcpy(addString, lineBuffer);
209    file->addEntry(addString);
210  }
211  fclose(stream);
212  file->finalizeArray();
213  return file;
214}
215
216
217
[5266]218void Shader::activateShader()
219{
[5273]220  if (likely (this->shaderProgram != 0))
[5317]221  {
[5273]222    glUseProgramObjectARB(this->shaderProgram);
[5317]223    Shader::storedShader = this;
224  }
[5261]225}
[5262]226
[5266]227void Shader::deactivateShader()
228{
[5364]229 if (storedShader != NULL)
230   glUseProgramObjectARB(0);
231 Shader::storedShader = NULL;
[5266]232}
[5262]233
[5266]234
[5262]235void Shader::deleteProgram(SHADER_TYPE type)
236{
[5335]237  GLint status = 0;
[5273]238  if (type == SHADER_VERTEX && this->vertexShader != 0)
[5262]239  {
240    delete[] this->vertexShaderFile;
241    this->vertexShaderFile = NULL;
[5321]242    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5263]243    glDeleteObjectARB(this->vertexShader);
[5320]244    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
245    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
246      Shader::printError(this->vertexShader);
[5263]247    this->vertexShader = 0;
[5262]248  }
[5273]249  else if (type == SHADER_FRAGMENT && this->fragmentShader != 0)
[5262]250  {
251    delete[] this->fragmentShaderFile;
252    this->fragmentShaderFile = NULL;
[5321]253    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5263]254    glDeleteObjectARB(this->fragmentShader);
[5320]255    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
256    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
257      Shader::printError(this->fragmentShader);
[5263]258    this->fragmentShader = 0;
[5262]259  }
260  else
261    return;
262}
263
[5264]264
[5319]265void Shader::printError(GLhandleARB program)
[5264]266{
[5273]267  if (program == 0)
268    return;
269
[5267]270  int infologLength = 0;
271  int charsWritten  = 0;
272  char *infoLog;
273
274  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
275                            &infologLength);
276
277  if (infologLength > 0)
278  {
[5283]279    infoLog = new char[infologLength+1];
[5267]280    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
[5269]281    printf("%s\n", infoLog);
[5283]282    delete[] infoLog;
[5267]283  }
[5264]284}
285
[5333]286bool Shader::checkShaderAbility()
287{
288  if (GLEW_ARB_shader_objects &&
289      GLEW_ARB_shading_language_100 &&
290      GLEW_ARB_vertex_shader &&
291      GLEW_ARB_fragment_shader)
292    return true;
293  else
294    return false;
295}
[5264]296
[5262]297void Shader::debug() const
298{
299  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
300  if (this->vertexShader != 0)
301  {
[5266]302/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
[5262]303    if (this->vertexShaderSource != NULL)
304      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
305        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
306  }
307  if (this->fragmentShader != 0)
308  {
309    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
310    if (this->fragmentShaderSource != NULL)
311      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
[5266]312        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
[5262]313  }
314}
315
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