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