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source: orxonox.OLD/branches/new_class_id/src/lib/graphics/shader_data.cc @ 9806

Last change on this file since 9806 was 9806, checked in by bensch, 18 years ago

try with the shader

File size: 7.6 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
[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
[9806]35ObjectListDefinition(ShaderData);
[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);
[9806]43  this->shaderProgram = 0;
44  this->vertexShader = 0;
45  this->fragmentShader = 0;
[5262]46
[9806]47  if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
48  {
49    this->shaderProgram = glCreateProgramObjectARB();
[5263]50
[9806]51    if (!vertexShaderFile.empty())
52      this->loadShaderProgramm(Shader::Vertex, vertexShaderFile);
53    if (!fragmentShaderFile.empty())
54      this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile);
[8037]55
[9806]56    this->linkShaderProgram();
[8037]57
[9806]58  }
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);
[9806]93    // link error checking
[5321]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
[5317]100Shader* Shader::storedShader = NULL;
[5261]101
[5317]102
[8037]103bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName)
[5261]104{
[5319]105  GLhandleARB shader = 0;
[5285]106
[8037]107  if (type != Shader::Vertex && type != Shader::Fragment)
[5261]108    return false;
[5262]109  this->deleteProgram(type);
[5261]110
111
[8037]112  std::string program;
113  if (!readShader(fileName, program))
114    return false;
[5318]115
[8037]116  if (type == Shader::Vertex && GLEW_ARB_vertex_shader)
[5262]117  {
[7221]118    this->vertexShaderFile = fileName;
[5262]119
[5269]120    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
[5263]121  }
[5262]122
[8037]123  if (type == Shader::Fragment && GLEW_ARB_fragment_shader)
[5263]124  {
[7221]125    this->fragmentShaderFile = fileName;
[5266]126
[5269]127    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
[5263]128  }
[5273]129
130  if (shader != 0)
[5319]131  {
[5320]132    GLint status = 0;
[8037]133    const char* prog = program.c_str();
134
135    glShaderSourceARB(shader, 1, &prog, NULL);
[5320]136    glCompileShaderARB(shader);
137    // checking on error.
138    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
139    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
140      this->printError(shader);
141    else
142      glAttachObjectARB(this->shaderProgram, shader);
[5319]143  }
[8316]144  return true;
[5261]145}
146
[8037]147
148void Shader::linkShaderProgram()
[5261]149{
[8037]150  GLint status = 0;
[5266]151
[8037]152  glLinkProgramARB(this->shaderProgram);
[9806]153  // link error checking
[8037]154  glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
155  if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
156    this->printError(this->shaderProgram);
157}
[5266]158
159
[8037]160bool Shader::readShader(const std::string& fileName, std::string& output)
161{
162  char lineBuffer[PARSELINELENGTH];
[5266]163
[8037]164  std::ifstream shader;
165  shader.open(fileName.c_str());
166  if (!shader.is_open())
167    return false;
[5266]168
[5318]169
[8037]170  while (!shader.eof())
[5318]171  {
[8037]172    shader.getline(lineBuffer, PARSELINELENGTH);
173    output += lineBuffer;
174    output += "\n";
[5318]175  }
176
[8037]177
178  shader.close();
179  return true;
[5318]180}
181
182
183
[5266]184void Shader::activateShader()
185{
[5273]186  if (likely (this->shaderProgram != 0))
[5317]187  {
[5273]188    glUseProgramObjectARB(this->shaderProgram);
[5317]189    Shader::storedShader = this;
190  }
[5261]191}
[5262]192
[8255]193void Shader::bindShader(const char* name, const float* value, size_t size)
194{
[9806]195  if (likely (this->shaderProgram != 0))
196  {
197    glUseProgramObjectARB(this->shaderProgram);
[8255]198
[9806]199    unsigned int location = glGetUniformLocationARB(this->shaderProgram, name);
200    /* This is EXPENSIVE and should be avoided. */
[8255]201
[9806]202    if      (size == 1)  glUniform1fvARB(location, 1, value);
203    else if (size == 2)  glUniform2fvARB(location, 1, value);
204    else if (size == 3)  glUniform3fvARB(location, 1, value);
205    else if (size == 4)  glUniform4fvARB(location, 1, value);
206    else if (size == 9)  glUniformMatrix3fvARB(location, 1, false, value);
207    else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value);
[8255]208
[9806]209  }
[8255]210}
211
[5266]212void Shader::deactivateShader()
213{
[9806]214  if (storedShader != NULL)
215    glUseProgramObjectARB(0);
216  Shader::storedShader = NULL;
[5266]217}
[5262]218
[5266]219
[8037]220void Shader::deleteProgram(Shader::Type type)
[5262]221{
[5335]222  GLint status = 0;
[8037]223  if (type == Shader::Vertex && this->vertexShader != 0)
[5262]224  {
[7221]225    this->vertexShaderFile = "";
[5321]226    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5263]227    glDeleteObjectARB(this->vertexShader);
[5320]228    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
229    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
230      Shader::printError(this->vertexShader);
[5263]231    this->vertexShader = 0;
[5262]232  }
[8037]233  else if (type == Shader::Fragment && this->fragmentShader != 0)
[5262]234  {
[7221]235    this->fragmentShaderFile = "";
[5321]236    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5263]237    glDeleteObjectARB(this->fragmentShader);
[5320]238    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
239    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
240      Shader::printError(this->fragmentShader);
[5263]241    this->fragmentShader = 0;
[5262]242  }
243  else
244    return;
245}
246
[5264]247
[5319]248void Shader::printError(GLhandleARB program)
[5264]249{
[5273]250  if (program == 0)
251    return;
252
[5267]253  int infologLength = 0;
254  int charsWritten  = 0;
255  char *infoLog;
256
257  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
258                            &infologLength);
259
260  if (infologLength > 0)
261  {
[5283]262    infoLog = new char[infologLength+1];
[5267]263    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
[5269]264    printf("%s\n", infoLog);
[5283]265    delete[] infoLog;
[5267]266  }
[5264]267}
268
[5333]269bool Shader::checkShaderAbility()
270{
271  if (GLEW_ARB_shader_objects &&
272      GLEW_ARB_shading_language_100 &&
273      GLEW_ARB_vertex_shader &&
274      GLEW_ARB_fragment_shader)
275    return true;
276  else
277    return false;
278}
[5264]279
[5262]280void Shader::debug() const
281{
282  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
283  if (this->vertexShader != 0)
284  {
[9806]285    /*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
286        if (this->vertexShaderSource != NULL)
287          for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
288            PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
289      }
290      if (this->fragmentShader != 0)
291      {
292        PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
293        if (this->fragmentShaderSource != NULL)
294          for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
295            PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
[5262]296  }
297}
298
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