| 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: Benjamin Grauer |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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| 16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
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| 17 | |
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| 18 | #include "shader.h" |
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| 19 | |
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| 20 | #include "stdlibincl.h" |
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| 21 | #include "compiler.h" |
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| 22 | //#include <stdio.h> |
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| 23 | #include <fstream> |
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| 24 | |
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| 25 | #include "debug.h" |
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| 26 | |
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| 27 | #include "util/loading/resource_manager.h" |
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| 28 | |
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| 29 | |
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| 30 | #ifndef PARSELINELENGTH |
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| 31 | #define PARSELINELENGTH 512 //!< how many chars to read at once |
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| 32 | #endif |
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| 33 | |
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| 34 | |
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| 35 | ObjectListDefinition(Shader); |
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| 36 | |
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| 37 | /** |
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| 38 | * standard constructor |
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| 39 | */ |
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| 40 | Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile) |
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| 41 | { |
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| 42 | this->registerObject(this, Shader::_objectList); |
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| 43 | this->shaderProgram = 0; |
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| 44 | this->vertexShader = 0; |
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| 45 | this->fragmentShader = 0; |
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| 46 | |
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| 47 | if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100) |
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| 48 | { |
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| 49 | this->shaderProgram = glCreateProgramObjectARB(); |
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| 50 | |
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| 51 | if (!vertexShaderFile.empty()) |
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| 52 | this->loadShaderProgramm(Shader::Vertex, vertexShaderFile); |
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| 53 | if (!fragmentShaderFile.empty()) |
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| 54 | this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile); |
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| 55 | |
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| 56 | this->linkShaderProgram(); |
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| 57 | |
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| 58 | } |
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| 59 | else |
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| 60 | { |
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| 61 | PRINTF(2)("Shaders are not supported on your hardware\n"); |
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| 62 | } |
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| 63 | } |
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| 64 | |
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| 65 | |
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| 66 | /** |
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| 67 | * standard deconstructor |
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| 68 | */ |
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| 69 | Shader::~Shader () |
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| 70 | { |
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| 71 | if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB)) |
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| 72 | Shader::deactivateShader(); |
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| 73 | |
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| 74 | // delete what has to be deleted here |
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| 75 | this->deleteProgram(Shader::Vertex); |
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| 76 | this->deleteProgram(Shader::Fragment); |
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| 77 | |
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| 78 | if (this->fragmentShader != 0) |
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| 79 | { |
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| 80 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); |
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| 81 | glDeleteObjectARB(this->fragmentShader); |
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| 82 | } |
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| 83 | if (this->vertexShader != 0) |
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| 84 | { |
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| 85 | glDetachObjectARB(this->shaderProgram, this->vertexShader); |
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| 86 | glDeleteObjectARB(this->vertexShader); |
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| 87 | } |
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| 88 | if (this->shaderProgram != 0) |
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| 89 | { |
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| 90 | GLint status = 0; |
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| 91 | //glLinkProgramARB(this->shaderProgram); |
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| 92 | glDeleteObjectARB(this->shaderProgram); |
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| 93 | // link error checking |
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| 94 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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| 95 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 96 | this->printError(this->shaderProgram); |
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| 97 | } |
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| 98 | } |
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| 99 | |
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| 100 | Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile) |
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| 101 | { |
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| 102 | return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER, RP_LEVEL, fragmentShaderFile); |
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| 103 | } |
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| 104 | |
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| 105 | bool Shader::unload(Shader* shader) |
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| 106 | { |
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| 107 | return ResourceManager::getInstance()->unload(shader); |
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| 108 | } |
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| 109 | |
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| 110 | Shader* Shader::storedShader = NULL; |
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| 111 | |
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| 112 | |
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| 113 | bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName) |
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| 114 | { |
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| 115 | GLhandleARB shader = 0; |
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| 116 | |
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| 117 | if (type != Shader::Vertex && type != Shader::Fragment) |
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| 118 | return false; |
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| 119 | this->deleteProgram(type); |
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| 120 | |
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| 121 | |
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| 122 | std::string program; |
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| 123 | if (!readShader(fileName, program)) |
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| 124 | return false; |
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| 125 | |
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| 126 | if (type == Shader::Vertex && GLEW_ARB_vertex_shader) |
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| 127 | { |
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| 128 | this->vertexShaderFile = fileName; |
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| 129 | |
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| 130 | shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
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| 131 | } |
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| 132 | |
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| 133 | if (type == Shader::Fragment && GLEW_ARB_fragment_shader) |
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| 134 | { |
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| 135 | this->fragmentShaderFile = fileName; |
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| 136 | |
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| 137 | shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
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| 138 | } |
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| 139 | |
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| 140 | if (shader != 0) |
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| 141 | { |
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| 142 | GLint status = 0; |
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| 143 | const char* prog = program.c_str(); |
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| 144 | |
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| 145 | glShaderSourceARB(shader, 1, &prog, NULL); |
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| 146 | glCompileShaderARB(shader); |
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| 147 | // checking on error. |
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| 148 | glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); |
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| 149 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 150 | this->printError(shader); |
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| 151 | else |
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| 152 | glAttachObjectARB(this->shaderProgram, shader); |
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| 153 | } |
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| 154 | return true; |
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| 155 | } |
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| 156 | |
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| 157 | |
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| 158 | void Shader::linkShaderProgram() |
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| 159 | { |
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| 160 | GLint status = 0; |
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| 161 | |
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| 162 | glLinkProgramARB(this->shaderProgram); |
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| 163 | // link error checking |
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| 164 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status); |
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| 165 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 166 | this->printError(this->shaderProgram); |
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| 167 | } |
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| 168 | |
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| 169 | |
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| 170 | bool Shader::readShader(const std::string& fileName, std::string& output) |
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| 171 | { |
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| 172 | char lineBuffer[PARSELINELENGTH]; |
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| 173 | |
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| 174 | std::ifstream shader; |
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| 175 | shader.open(fileName.c_str()); |
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| 176 | if (!shader.is_open()) |
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| 177 | return false; |
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| 178 | |
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| 179 | |
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| 180 | while (!shader.eof()) |
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| 181 | { |
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| 182 | shader.getline(lineBuffer, PARSELINELENGTH); |
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| 183 | output += lineBuffer; |
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| 184 | output += "\n"; |
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| 185 | } |
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| 186 | |
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| 187 | |
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| 188 | shader.close(); |
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| 189 | return true; |
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| 190 | } |
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| 191 | |
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| 192 | |
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| 193 | |
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| 194 | void Shader::activateShader() |
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| 195 | { |
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| 196 | if (likely (this->shaderProgram != 0)) |
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| 197 | { |
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| 198 | glUseProgramObjectARB(this->shaderProgram); |
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| 199 | Shader::storedShader = this; |
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| 200 | } |
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| 201 | } |
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| 202 | |
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| 203 | void Shader::bindShader(const char* name, const float* value, size_t size) |
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| 204 | { |
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| 205 | if (likely (this->shaderProgram != 0)) { |
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| 206 | glUseProgramObjectARB(this->shaderProgram); |
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| 207 | |
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| 208 | unsigned int location = glGetUniformLocationARB(this->shaderProgram, name); |
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| 209 | /* This is EXPENSIVE and should be avoided. */ |
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| 210 | |
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| 211 | if (size == 1) glUniform1fvARB(location, 1, value); |
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| 212 | else if (size == 2) glUniform2fvARB(location, 1, value); |
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| 213 | else if (size == 3) glUniform3fvARB(location, 1, value); |
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| 214 | else if (size == 4) glUniform4fvARB(location, 1, value); |
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| 215 | else if (size == 9) glUniformMatrix3fvARB(location, 1, false, value); |
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| 216 | else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value); |
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| 217 | |
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| 218 | } |
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| 219 | } |
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| 220 | |
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| 221 | void Shader::deactivateShader() |
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| 222 | { |
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| 223 | if (storedShader != NULL) |
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| 224 | glUseProgramObjectARB(0); |
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| 225 | Shader::storedShader = NULL; |
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| 226 | } |
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| 227 | |
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| 228 | |
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| 229 | void Shader::deleteProgram(Shader::Type type) |
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| 230 | { |
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| 231 | GLint status = 0; |
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| 232 | if (type == Shader::Vertex && this->vertexShader != 0) |
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| 233 | { |
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| 234 | this->vertexShaderFile = ""; |
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| 235 | glDetachObjectARB(this->shaderProgram, this->vertexShader); |
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| 236 | glDeleteObjectARB(this->vertexShader); |
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| 237 | glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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| 238 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 239 | Shader::printError(this->vertexShader); |
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| 240 | this->vertexShader = 0; |
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| 241 | } |
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| 242 | else if (type == Shader::Fragment && this->fragmentShader != 0) |
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| 243 | { |
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| 244 | this->fragmentShaderFile = ""; |
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| 245 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); |
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| 246 | glDeleteObjectARB(this->fragmentShader); |
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| 247 | glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status); |
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| 248 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) |
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| 249 | Shader::printError(this->fragmentShader); |
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| 250 | this->fragmentShader = 0; |
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| 251 | } |
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| 252 | else |
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| 253 | return; |
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| 254 | } |
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| 255 | |
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| 256 | |
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| 257 | void Shader::printError(GLhandleARB program) |
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| 258 | { |
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| 259 | if (program == 0) |
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| 260 | return; |
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| 261 | |
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| 262 | int infologLength = 0; |
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| 263 | int charsWritten = 0; |
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| 264 | char *infoLog; |
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| 265 | |
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| 266 | glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB, |
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| 267 | &infologLength); |
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| 268 | |
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| 269 | if (infologLength > 0) |
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| 270 | { |
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| 271 | infoLog = new char[infologLength+1]; |
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| 272 | glGetInfoLogARB(program, infologLength, &charsWritten, infoLog); |
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| 273 | printf("%s\n", infoLog); |
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| 274 | delete[] infoLog; |
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| 275 | } |
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| 276 | } |
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| 277 | |
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| 278 | bool Shader::checkShaderAbility() |
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| 279 | { |
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| 280 | if (GLEW_ARB_shader_objects && |
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| 281 | GLEW_ARB_shading_language_100 && |
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| 282 | GLEW_ARB_vertex_shader && |
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| 283 | GLEW_ARB_fragment_shader) |
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| 284 | return true; |
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| 285 | else |
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| 286 | return false; |
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| 287 | } |
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| 288 | |
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| 289 | void Shader::debug() const |
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| 290 | { |
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| 291 | PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram); |
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| 292 | if (this->vertexShader != 0) |
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| 293 | { |
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| 294 | /* PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile); |
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| 295 | if (this->vertexShaderSource != NULL) |
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| 296 | for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++) |
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| 297 | PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i)); |
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| 298 | } |
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| 299 | if (this->fragmentShader != 0) |
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| 300 | { |
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| 301 | PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile); |
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| 302 | if (this->fragmentShaderSource != NULL) |
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| 303 | for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++) |
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| 304 | PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/ |
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| 305 | } |
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| 306 | } |
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| 307 | |
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