| 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 "compiler.h" |
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| 21 | //#include <stdio.h> |
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| 22 | #include <fstream> |
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| 23 | |
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| 24 | #include "debug.h" |
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| 25 | |
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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(Shader); |
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| 34 | |
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| 35 | void Shader::Uniform::setV(unsigned int count, float* vv) const |
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| 36 | { |
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| 37 | switch (count) |
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| 38 | { |
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| 39 | case 1: |
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| 40 | glUniform1fv(this->uniform, 1, vv); |
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| 41 | break; |
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| 42 | case 2: |
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| 43 | glUniform2fv(this->uniform, 2, vv); |
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| 44 | break; |
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| 45 | case 3: |
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| 46 | glUniform3fv(this->uniform, 3, vv); |
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| 47 | break; |
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| 48 | case 4: |
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| 49 | glUniform4fv(this->uniform, 4, vv); |
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| 50 | break; |
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| 51 | } |
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| 52 | } |
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| 53 | void Shader::Uniform::setV(unsigned int count, int* vv) const |
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| 54 | { |
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| 55 | switch (count) |
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| 56 | { |
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| 57 | case 1: |
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| 58 | glUniform1iv(this->uniform, 1, vv); |
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| 59 | break; |
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| 60 | case 2: |
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| 61 | glUniform2iv(this->uniform, 2, vv); |
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| 62 | break; |
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| 63 | case 3: |
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| 64 | glUniform3iv(this->uniform, 3, vv); |
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| 65 | break; |
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| 66 | case 4: |
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| 67 | glUniform4iv(this->uniform, 4, vv); |
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| 68 | break; |
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| 69 | } |
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| 70 | } |
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| 71 | |
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| 72 | |
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| 73 | |
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| 74 | Shader::Shader() |
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| 75 | : data(new ShaderData) |
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| 76 | { |
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| 77 | |
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| 78 | } |
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| 79 | |
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| 80 | /** |
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| 81 | * standard constructor |
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| 82 | */ |
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| 83 | Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile) |
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| 84 | : data(new ShaderData) |
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| 85 | { |
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| 86 | if (!Shader::checkShaderAbility()) |
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| 87 | PRINTF(2)("Your system does not support shaders\n"); |
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| 88 | this->load(vertexShaderFile, fragmentShaderFile); |
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| 89 | |
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| 90 | } |
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| 91 | |
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| 92 | const Shader* Shader::storedShader = NULL; |
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| 93 | |
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| 94 | void Shader::activateShader() const |
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| 95 | { |
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| 96 | if (likely (this->getProgram() != 0)) |
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| 97 | { |
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| 98 | glUseProgramObjectARB(this->getProgram()); |
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| 99 | Shader::storedShader = this; |
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| 100 | } |
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| 101 | } |
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| 102 | void Shader::deactivateShader() |
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| 103 | { |
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| 104 | if (storedShader != NULL) |
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| 105 | glUseProgramObjectARB(0); |
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| 106 | Shader::storedShader = NULL; |
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| 107 | } |
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| 108 | |
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| 109 | bool Shader::checkShaderAbility() |
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| 110 | { |
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| 111 | if (GLEW_ARB_shader_objects && |
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| 112 | GLEW_ARB_shading_language_100 && |
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| 113 | GLEW_ARB_vertex_shader && |
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| 114 | GLEW_ARB_fragment_shader) |
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| 115 | return true; |
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| 116 | else |
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| 117 | return false; |
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| 118 | } |
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| 119 | |
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| 120 | |
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