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