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source: orxonox.OLD/branches/new_class_id/src/lib/graphics/shader.cc @ 9785

Last change on this file since 9785 was 9715, checked in by bensch, 18 years ago

renamed newclassid to classid and newobjectlist to objectlist

File size: 7.9 KB
RevLine 
[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"
[8037]22//#include <stdio.h>
23#include <fstream>
24
[5262]25#include "debug.h"
26
[7193]27#include "util/loading/resource_manager.h"
[5262]28
[5323]29
[8037]30#ifndef PARSELINELENGTH
31#define PARSELINELENGTH     512       //!< how many chars to read at once
[5262]32#endif
33
[1853]34
[9715]35ObjectListDefinition(Shader);
[1856]36
[3245]37/**
[4838]38 * standard constructor
[3245]39*/
[7221]40Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
[3365]41{
[9685]42  this->registerObject(this, Shader::_objectList);
[5261]43   this->shaderProgram = 0;
44   this->vertexShader = 0;
45   this->fragmentShader = 0;
[5262]46
[5263]47   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
[5273]48     {
49       this->shaderProgram = glCreateProgramObjectARB();
[5263]50
[7221]51       if (!vertexShaderFile.empty())
[8037]52         this->loadShaderProgramm(Shader::Vertex, vertexShaderFile);
[7221]53       if (!fragmentShaderFile.empty())
[8037]54         this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile);
55
56       this->linkShaderProgram();
57
[5320]58    }
[5273]59   else
60     {
61       PRINTF(2)("Shaders are not supported on your hardware\n");
62     }
[3365]63}
[1853]64
65
[3245]66/**
[4838]67 * standard deconstructor
[5318]68 */
[5261]69Shader::~Shader ()
[3543]70{
[5322]71  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
[5318]72    Shader::deactivateShader();
73
[3543]74  // delete what has to be deleted here
[8037]75  this->deleteProgram(Shader::Vertex);
76  this->deleteProgram(Shader::Fragment);
[5263]77
[5273]78  if (this->fragmentShader != 0)
[5322]79  {
80    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5273]81    glDeleteObjectARB(this->fragmentShader);
[5322]82  }
[5273]83  if (this->vertexShader != 0)
[5322]84  {
85    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5273]86    glDeleteObjectARB(this->vertexShader);
[5322]87  }
[5273]88  if (this->shaderProgram != 0)
[5321]89  {
90    GLint status = 0;
[5322]91    //glLinkProgramARB(this->shaderProgram);
[5273]92    glDeleteObjectARB(this->shaderProgram);
[5321]93       // link error checking
94    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
95    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
96      this->printError(this->shaderProgram);
97  }
[3543]98}
[5261]99
[7221]100Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
[5323]101{
[6645]102  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile);
[5323]103}
104
105bool Shader::unload(Shader* shader)
106{
107  return ResourceManager::getInstance()->unload(shader);
108}
109
[5317]110Shader* Shader::storedShader = NULL;
[5261]111
[5317]112
[8037]113bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName)
[5261]114{
[5319]115  GLhandleARB shader = 0;
[5285]116
[8037]117  if (type != Shader::Vertex && type != Shader::Fragment)
[5261]118    return false;
[5262]119  this->deleteProgram(type);
[5261]120
121
[8037]122  std::string program;
123  if (!readShader(fileName, program))
124    return false;
[5318]125
[8037]126  if (type == Shader::Vertex && GLEW_ARB_vertex_shader)
[5262]127  {
[7221]128    this->vertexShaderFile = fileName;
[5262]129
[5269]130    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
[5263]131  }
[5262]132
[8037]133  if (type == Shader::Fragment && GLEW_ARB_fragment_shader)
[5263]134  {
[7221]135    this->fragmentShaderFile = fileName;
[5266]136
[5269]137    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
[5263]138  }
[5273]139
140  if (shader != 0)
[5319]141  {
[5320]142    GLint status = 0;
[8037]143    const char* prog = program.c_str();
144
145    glShaderSourceARB(shader, 1, &prog, NULL);
[5320]146    glCompileShaderARB(shader);
147    // checking on error.
148    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
149    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
150      this->printError(shader);
151    else
152      glAttachObjectARB(this->shaderProgram, shader);
[5319]153  }
[8316]154  return true;
[5261]155}
156
[8037]157
158void Shader::linkShaderProgram()
[5261]159{
[8037]160  GLint status = 0;
[5266]161
[8037]162  glLinkProgramARB(this->shaderProgram);
163       // link error checking
164  glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
165  if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
166    this->printError(this->shaderProgram);
167}
[5266]168
169
[8037]170bool Shader::readShader(const std::string& fileName, std::string& output)
171{
172  char lineBuffer[PARSELINELENGTH];
[5266]173
[8037]174  std::ifstream shader;
175  shader.open(fileName.c_str());
176  if (!shader.is_open())
177    return false;
[5266]178
[5318]179
[8037]180  while (!shader.eof())
[5318]181  {
[8037]182    shader.getline(lineBuffer, PARSELINELENGTH);
183    output += lineBuffer;
184    output += "\n";
[5318]185  }
186
[8037]187
188  shader.close();
189  return true;
[5318]190}
191
192
193
[5266]194void Shader::activateShader()
195{
[5273]196  if (likely (this->shaderProgram != 0))
[5317]197  {
[5273]198    glUseProgramObjectARB(this->shaderProgram);
[5317]199    Shader::storedShader = this;
200  }
[5261]201}
[5262]202
[8255]203void Shader::bindShader(const char* name, const float* value, size_t size)
204{
205        if (likely (this->shaderProgram != 0)) {
206                glUseProgramObjectARB(this->shaderProgram);
207
208                unsigned int location = glGetUniformLocationARB(this->shaderProgram, name);
209                /* This is EXPENSIVE and should be avoided. */
210
211                if      (size == 1)  glUniform1fvARB(location, 1, value);
212                else if (size == 2)  glUniform2fvARB(location, 1, value);
213                else if (size == 3)  glUniform3fvARB(location, 1, value);
214                else if (size == 4)  glUniform4fvARB(location, 1, value);
215                else if (size == 9)  glUniformMatrix3fvARB(location, 1, false, value);
216                else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value);
217
218        }
219}
220
[5266]221void Shader::deactivateShader()
222{
[5364]223 if (storedShader != NULL)
224   glUseProgramObjectARB(0);
225 Shader::storedShader = NULL;
[5266]226}
[5262]227
[5266]228
[8037]229void Shader::deleteProgram(Shader::Type type)
[5262]230{
[5335]231  GLint status = 0;
[8037]232  if (type == Shader::Vertex && this->vertexShader != 0)
[5262]233  {
[7221]234    this->vertexShaderFile = "";
[5321]235    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5263]236    glDeleteObjectARB(this->vertexShader);
[5320]237    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
238    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
239      Shader::printError(this->vertexShader);
[5263]240    this->vertexShader = 0;
[5262]241  }
[8037]242  else if (type == Shader::Fragment && this->fragmentShader != 0)
[5262]243  {
[7221]244    this->fragmentShaderFile = "";
[5321]245    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5263]246    glDeleteObjectARB(this->fragmentShader);
[5320]247    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
248    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
249      Shader::printError(this->fragmentShader);
[5263]250    this->fragmentShader = 0;
[5262]251  }
252  else
253    return;
254}
255
[5264]256
[5319]257void Shader::printError(GLhandleARB program)
[5264]258{
[5273]259  if (program == 0)
260    return;
261
[5267]262  int infologLength = 0;
263  int charsWritten  = 0;
264  char *infoLog;
265
266  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
267                            &infologLength);
268
269  if (infologLength > 0)
270  {
[5283]271    infoLog = new char[infologLength+1];
[5267]272    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
[5269]273    printf("%s\n", infoLog);
[5283]274    delete[] infoLog;
[5267]275  }
[5264]276}
277
[5333]278bool Shader::checkShaderAbility()
279{
280  if (GLEW_ARB_shader_objects &&
281      GLEW_ARB_shading_language_100 &&
282      GLEW_ARB_vertex_shader &&
283      GLEW_ARB_fragment_shader)
284    return true;
285  else
286    return false;
287}
[5264]288
[5262]289void Shader::debug() const
290{
291  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
292  if (this->vertexShader != 0)
293  {
[5266]294/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
[5262]295    if (this->vertexShaderSource != NULL)
296      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
297        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
298  }
299  if (this->fragmentShader != 0)
300  {
301    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
302    if (this->fragmentShaderSource != NULL)
303      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
[5266]304        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
[5262]305  }
306}
307
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