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source: orxonox.OLD/branches/water/src/lib/graphics/shader.cc @ 7826

Last change on this file since 7826 was 7826, checked in by bensch, 18 years ago

water: test

File size: 7.2 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
[5261]18#include "shader.h"
[1853]19
[5262]20#include "stdlibincl.h"
[5273]21#include "compiler.h"
[7822]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
[7822]30#ifndef PARSELINELENGTH
31#define PARSELINELENGTH     512       //!< how many chars to read at once
[5262]32#endif
33
[1856]34using namespace std;
[1853]35
[1856]36
[3245]37/**
[4838]38 * standard constructor
[3245]39*/
[7221]40Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
[3365]41{
[5261]42   this->setClassID(CL_SHADER, "Shader");
[4320]43
[5261]44   this->shaderProgram = 0;
45   this->vertexShader = 0;
46   this->fragmentShader = 0;
[5262]47
[5263]48   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
[5273]49     {
50       this->shaderProgram = glCreateProgramObjectARB();
[5263]51
[7221]52       if (!vertexShaderFile.empty())
[7818]53         this->loadShaderProgramm(Shader::Vertex, vertexShaderFile);
[7221]54       if (!fragmentShaderFile.empty())
[7818]55         this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile);
56
57       this->linkShaderProgram();
58
[5320]59    }
[5273]60   else
61     {
62       PRINTF(2)("Shaders are not supported on your hardware\n");
63     }
[3365]64}
[1853]65
66
[3245]67/**
[4838]68 * standard deconstructor
[5318]69 */
[5261]70Shader::~Shader ()
[3543]71{
[5322]72  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
[5318]73    Shader::deactivateShader();
74
[3543]75  // delete what has to be deleted here
[7818]76  this->deleteProgram(Shader::Vertex);
77  this->deleteProgram(Shader::Fragment);
[5263]78
[5273]79  if (this->fragmentShader != 0)
[5322]80  {
81    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5273]82    glDeleteObjectARB(this->fragmentShader);
[5322]83  }
[5273]84  if (this->vertexShader != 0)
[5322]85  {
86    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5273]87    glDeleteObjectARB(this->vertexShader);
[5322]88  }
[5273]89  if (this->shaderProgram != 0)
[5321]90  {
91    GLint status = 0;
[5322]92    //glLinkProgramARB(this->shaderProgram);
[5273]93    glDeleteObjectARB(this->shaderProgram);
[5321]94       // link error checking
95    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
96    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
97      this->printError(this->shaderProgram);
98  }
[3543]99}
[5261]100
[7221]101Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile)
[5323]102{
[6645]103  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile);
[5323]104}
105
106bool Shader::unload(Shader* shader)
107{
108  return ResourceManager::getInstance()->unload(shader);
109}
110
[5317]111Shader* Shader::storedShader = NULL;
[5261]112
[5317]113
[7818]114bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName)
[5261]115{
[5319]116  GLhandleARB shader = 0;
[5285]117
[7818]118  if (type != Shader::Vertex && type != Shader::Fragment)
[5261]119    return false;
[5262]120  this->deleteProgram(type);
[5261]121
122
[7822]123  std::string program;
124  if (!readShader(fileName, program))
125    return false;
[5318]126
[7818]127  if (type == Shader::Vertex && GLEW_ARB_vertex_shader)
[5262]128  {
[7221]129    this->vertexShaderFile = fileName;
[5262]130
[5269]131    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
[5263]132  }
[5262]133
[7818]134  if (type == Shader::Fragment && GLEW_ARB_fragment_shader)
[5263]135  {
[7221]136    this->fragmentShaderFile = fileName;
[5266]137
[5269]138    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
[5263]139  }
[5273]140
141  if (shader != 0)
[5319]142  {
[5320]143    GLint status = 0;
[7822]144    const char* prog = &program[0];
[7825]145
146    printf("TESTING:::: %s\n", prog);
147
[7822]148    glShaderSourceARB(shader, 1, &prog, NULL);
[5320]149    glCompileShaderARB(shader);
150    // checking on error.
151    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
152    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
153      this->printError(shader);
154    else
155      glAttachObjectARB(this->shaderProgram, shader);
[5319]156  }
[5261]157}
158
[7818]159
160void Shader::linkShaderProgram()
161{
162  GLint status = 0;
163
164  glLinkProgramARB(this->shaderProgram);
165       // link error checking
166  glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
167  if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
168    this->printError(this->shaderProgram);
169}
170
171
[7822]172bool Shader::readShader(const std::string& fileName, std::string& output)
[5261]173{
[7822]174  char lineBuffer[PARSELINELENGTH];
[5266]175
[7822]176  std::ifstream shader;
177  shader.open(fileName.c_str());
178  if (!shader.is_open())
179    return false;
[5266]180
181
[7822]182  while (!shader.eof())
[5318]183  {
[7822]184    shader.getline(lineBuffer, PARSELINELENGTH);
185    output += lineBuffer;
186    printf("line:: %s\n");
[5318]187  }
188
[7822]189
190  shader.close();
[7826]191  return true;
[5318]192}
193
194
195
[5266]196void Shader::activateShader()
197{
[5273]198  if (likely (this->shaderProgram != 0))
[5317]199  {
[5273]200    glUseProgramObjectARB(this->shaderProgram);
[5317]201    Shader::storedShader = this;
202  }
[5261]203}
[5262]204
[5266]205void Shader::deactivateShader()
206{
[5364]207 if (storedShader != NULL)
208   glUseProgramObjectARB(0);
209 Shader::storedShader = NULL;
[5266]210}
[5262]211
[5266]212
[7818]213void Shader::deleteProgram(Shader::Type type)
[5262]214{
[5335]215  GLint status = 0;
[7818]216  if (type == Shader::Vertex && this->vertexShader != 0)
[5262]217  {
[7221]218    this->vertexShaderFile = "";
[5321]219    glDetachObjectARB(this->shaderProgram, this->vertexShader);
[5263]220    glDeleteObjectARB(this->vertexShader);
[5320]221    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
222    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
223      Shader::printError(this->vertexShader);
[5263]224    this->vertexShader = 0;
[5262]225  }
[7818]226  else if (type == Shader::Fragment && this->fragmentShader != 0)
[5262]227  {
[7221]228    this->fragmentShaderFile = "";
[5321]229    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
[5263]230    glDeleteObjectARB(this->fragmentShader);
[5320]231    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
232    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
233      Shader::printError(this->fragmentShader);
[5263]234    this->fragmentShader = 0;
[5262]235  }
236  else
237    return;
238}
239
[5264]240
[5319]241void Shader::printError(GLhandleARB program)
[5264]242{
[5273]243  if (program == 0)
244    return;
245
[5267]246  int infologLength = 0;
247  int charsWritten  = 0;
248  char *infoLog;
249
250  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
251                            &infologLength);
252
253  if (infologLength > 0)
254  {
[5283]255    infoLog = new char[infologLength+1];
[5267]256    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
[5269]257    printf("%s\n", infoLog);
[5283]258    delete[] infoLog;
[5267]259  }
[5264]260}
261
[5333]262bool Shader::checkShaderAbility()
263{
264  if (GLEW_ARB_shader_objects &&
265      GLEW_ARB_shading_language_100 &&
266      GLEW_ARB_vertex_shader &&
267      GLEW_ARB_fragment_shader)
268    return true;
269  else
270    return false;
271}
[5264]272
[5262]273void Shader::debug() const
274{
275  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
276  if (this->vertexShader != 0)
277  {
[5266]278/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
[5262]279    if (this->vertexShaderSource != NULL)
280      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
281        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
282  }
283  if (this->fragmentShader != 0)
284  {
285    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
286    if (this->fragmentShaderSource != NULL)
287      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
[5266]288        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
[5262]289  }
290}
291
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