| [4744] | 1 | /* | 
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| [1853] | 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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| [1855] | 10 |  | 
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|  | 11 | ### File Specific: | 
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| [5261] | 12 | main-programmer: Benjamin Grauer | 
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| [1855] | 13 | co-programmer: ... | 
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| [1853] | 14 | */ | 
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|  | 15 |  | 
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| [3955] | 16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ | 
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| [1853] | 17 |  | 
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| [5261] | 18 | #include "shader.h" | 
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| [1853] | 19 |  | 
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| [5262] | 20 | #include "stdlibincl.h" | 
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| [5273] | 21 | #include "compiler.h" | 
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| [8037] | 22 | //#include <stdio.h> | 
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|  | 23 | #include <fstream> | 
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|  | 24 |  | 
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| [5262] | 25 | #include "debug.h" | 
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|  | 26 |  | 
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| [7193] | 27 | #include "util/loading/resource_manager.h" | 
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| [5262] | 28 |  | 
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| [5323] | 29 |  | 
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| [8037] | 30 | #ifndef PARSELINELENGTH | 
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|  | 31 | #define PARSELINELENGTH     512       //!< how many chars to read at once | 
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| [5262] | 32 | #endif | 
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|  | 33 |  | 
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| [1856] | 34 | using namespace std; | 
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| [1853] | 35 |  | 
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| [1856] | 36 |  | 
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| [3245] | 37 | /** | 
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| [4838] | 38 | * standard constructor | 
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| [3245] | 39 | */ | 
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| [7221] | 40 | Shader::Shader (const std::string& vertexShaderFile, const std::string& fragmentShaderFile) | 
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| [3365] | 41 | { | 
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| [5261] | 42 | this->setClassID(CL_SHADER, "Shader"); | 
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| [4320] | 43 |  | 
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| [5261] | 44 | this->shaderProgram = 0; | 
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|  | 45 | this->vertexShader = 0; | 
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|  | 46 | this->fragmentShader = 0; | 
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| [5262] | 47 |  | 
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| [5263] | 48 | if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100) | 
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| [5273] | 49 | { | 
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|  | 50 | this->shaderProgram = glCreateProgramObjectARB(); | 
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| [5263] | 51 |  | 
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| [7221] | 52 | if (!vertexShaderFile.empty()) | 
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| [8037] | 53 | this->loadShaderProgramm(Shader::Vertex, vertexShaderFile); | 
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| [7221] | 54 | if (!fragmentShaderFile.empty()) | 
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| [8037] | 55 | this->loadShaderProgramm(Shader::Fragment, fragmentShaderFile); | 
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|  | 56 |  | 
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|  | 57 | this->linkShaderProgram(); | 
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|  | 58 |  | 
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| [5320] | 59 | } | 
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| [5273] | 60 | else | 
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|  | 61 | { | 
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|  | 62 | PRINTF(2)("Shaders are not supported on your hardware\n"); | 
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|  | 63 | } | 
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| [3365] | 64 | } | 
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| [1853] | 65 |  | 
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|  | 66 |  | 
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| [3245] | 67 | /** | 
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| [4838] | 68 | * standard deconstructor | 
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| [5318] | 69 | */ | 
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| [5261] | 70 | Shader::~Shader () | 
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| [3543] | 71 | { | 
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| [5322] | 72 | if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB)) | 
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| [5318] | 73 | Shader::deactivateShader(); | 
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|  | 74 |  | 
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| [3543] | 75 | // delete what has to be deleted here | 
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| [8037] | 76 | this->deleteProgram(Shader::Vertex); | 
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|  | 77 | this->deleteProgram(Shader::Fragment); | 
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| [5263] | 78 |  | 
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| [5273] | 79 | if (this->fragmentShader != 0) | 
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| [5322] | 80 | { | 
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|  | 81 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); | 
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| [5273] | 82 | glDeleteObjectARB(this->fragmentShader); | 
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| [5322] | 83 | } | 
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| [5273] | 84 | if (this->vertexShader != 0) | 
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| [5322] | 85 | { | 
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|  | 86 | glDetachObjectARB(this->shaderProgram, this->vertexShader); | 
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| [5273] | 87 | glDeleteObjectARB(this->vertexShader); | 
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| [5322] | 88 | } | 
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| [5273] | 89 | if (this->shaderProgram != 0) | 
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| [5321] | 90 | { | 
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|  | 91 | GLint status = 0; | 
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| [5322] | 92 | //glLinkProgramARB(this->shaderProgram); | 
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| [5273] | 93 | glDeleteObjectARB(this->shaderProgram); | 
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| [5321] | 94 | // link error checking | 
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|  | 95 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status); | 
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|  | 96 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) | 
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|  | 97 | this->printError(this->shaderProgram); | 
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|  | 98 | } | 
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| [3543] | 99 | } | 
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| [5261] | 100 |  | 
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| [7221] | 101 | Shader* Shader::getShader(const std::string& vertexShaderFile, const std::string& fragmentShaderFile) | 
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| [5323] | 102 | { | 
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| [6645] | 103 | return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, fragmentShaderFile); | 
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| [5323] | 104 | } | 
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|  | 105 |  | 
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|  | 106 | bool Shader::unload(Shader* shader) | 
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|  | 107 | { | 
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|  | 108 | return ResourceManager::getInstance()->unload(shader); | 
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|  | 109 | } | 
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|  | 110 |  | 
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| [5317] | 111 | Shader* Shader::storedShader = NULL; | 
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| [5261] | 112 |  | 
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| [5317] | 113 |  | 
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| [8037] | 114 | bool Shader::loadShaderProgramm(Shader::Type type, const std::string& fileName) | 
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| [5261] | 115 | { | 
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| [5319] | 116 | GLhandleARB shader = 0; | 
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| [5285] | 117 |  | 
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| [8037] | 118 | if (type != Shader::Vertex && type != Shader::Fragment) | 
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| [5261] | 119 | return false; | 
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| [5262] | 120 | this->deleteProgram(type); | 
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| [5261] | 121 |  | 
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|  | 122 |  | 
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| [8037] | 123 | std::string program; | 
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|  | 124 | if (!readShader(fileName, program)) | 
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|  | 125 | return false; | 
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| [5318] | 126 |  | 
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| [8037] | 127 | if (type == Shader::Vertex && GLEW_ARB_vertex_shader) | 
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| [5262] | 128 | { | 
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| [7221] | 129 | this->vertexShaderFile = fileName; | 
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| [5262] | 130 |  | 
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| [5269] | 131 | shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); | 
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| [5263] | 132 | } | 
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| [5262] | 133 |  | 
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| [8037] | 134 | if (type == Shader::Fragment && GLEW_ARB_fragment_shader) | 
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| [5263] | 135 | { | 
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| [7221] | 136 | this->fragmentShaderFile = fileName; | 
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| [5266] | 137 |  | 
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| [5269] | 138 | shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); | 
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| [5263] | 139 | } | 
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| [5273] | 140 |  | 
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|  | 141 | if (shader != 0) | 
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| [5319] | 142 | { | 
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| [5320] | 143 | GLint status = 0; | 
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| [8037] | 144 | const char* prog = program.c_str(); | 
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|  | 145 |  | 
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|  | 146 | glShaderSourceARB(shader, 1, &prog, NULL); | 
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| [5320] | 147 | glCompileShaderARB(shader); | 
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|  | 148 | // checking on error. | 
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|  | 149 | glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); | 
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|  | 150 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) | 
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|  | 151 | this->printError(shader); | 
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|  | 152 | else | 
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|  | 153 | glAttachObjectARB(this->shaderProgram, shader); | 
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| [5319] | 154 | } | 
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| [5261] | 155 | } | 
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|  | 156 |  | 
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| [8037] | 157 |  | 
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|  | 158 | void Shader::linkShaderProgram() | 
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| [5261] | 159 | { | 
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| [8037] | 160 | GLint status = 0; | 
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| [5266] | 161 |  | 
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| [8037] | 162 | glLinkProgramARB(this->shaderProgram); | 
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|  | 163 | // link error checking | 
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|  | 164 | glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status); | 
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|  | 165 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) | 
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|  | 166 | this->printError(this->shaderProgram); | 
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|  | 167 | } | 
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| [5266] | 168 |  | 
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|  | 169 |  | 
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| [8037] | 170 | bool Shader::readShader(const std::string& fileName, std::string& output) | 
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|  | 171 | { | 
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|  | 172 | char lineBuffer[PARSELINELENGTH]; | 
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| [5266] | 173 |  | 
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| [8037] | 174 | std::ifstream shader; | 
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|  | 175 | shader.open(fileName.c_str()); | 
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|  | 176 | if (!shader.is_open()) | 
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|  | 177 | return false; | 
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| [5266] | 178 |  | 
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| [5318] | 179 |  | 
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| [8037] | 180 | while (!shader.eof()) | 
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| [5318] | 181 | { | 
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| [8037] | 182 | shader.getline(lineBuffer, PARSELINELENGTH); | 
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|  | 183 | output += lineBuffer; | 
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|  | 184 | output += "\n"; | 
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| [5318] | 185 | } | 
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|  | 186 |  | 
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| [8037] | 187 |  | 
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|  | 188 | shader.close(); | 
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|  | 189 | return true; | 
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| [5318] | 190 | } | 
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|  | 191 |  | 
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|  | 192 |  | 
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|  | 193 |  | 
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| [5266] | 194 | void Shader::activateShader() | 
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|  | 195 | { | 
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| [5273] | 196 | if (likely (this->shaderProgram != 0)) | 
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| [5317] | 197 | { | 
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| [5273] | 198 | glUseProgramObjectARB(this->shaderProgram); | 
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| [5317] | 199 | Shader::storedShader = this; | 
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|  | 200 | } | 
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| [5261] | 201 | } | 
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| [5262] | 202 |  | 
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| [8255] | 203 | void Shader::bindShader(const char* name, const float* value, size_t size) | 
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|  | 204 | { | 
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|  | 205 | if (likely (this->shaderProgram != 0)) { | 
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|  | 206 | glUseProgramObjectARB(this->shaderProgram); | 
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|  | 207 |  | 
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|  | 208 | unsigned int location = glGetUniformLocationARB(this->shaderProgram, name); | 
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|  | 209 | /* This is EXPENSIVE and should be avoided. */ | 
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|  | 210 |  | 
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|  | 211 | if      (size == 1)  glUniform1fvARB(location, 1, value); | 
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|  | 212 | else if (size == 2)  glUniform2fvARB(location, 1, value); | 
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|  | 213 | else if (size == 3)  glUniform3fvARB(location, 1, value); | 
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|  | 214 | else if (size == 4)  glUniform4fvARB(location, 1, value); | 
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|  | 215 | else if (size == 9)  glUniformMatrix3fvARB(location, 1, false, value); | 
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|  | 216 | else if (size == 16) glUniformMatrix4fvARB(location, 1, false, value); | 
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|  | 217 |  | 
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|  | 218 | } | 
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|  | 219 | } | 
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|  | 220 |  | 
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| [5266] | 221 | void Shader::deactivateShader() | 
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|  | 222 | { | 
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| [5364] | 223 | if (storedShader != NULL) | 
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|  | 224 | glUseProgramObjectARB(0); | 
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|  | 225 | Shader::storedShader = NULL; | 
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| [5266] | 226 | } | 
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| [5262] | 227 |  | 
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| [5266] | 228 |  | 
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| [8037] | 229 | void Shader::deleteProgram(Shader::Type type) | 
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| [5262] | 230 | { | 
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| [5335] | 231 | GLint status = 0; | 
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| [8037] | 232 | if (type == Shader::Vertex && this->vertexShader != 0) | 
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| [5262] | 233 | { | 
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| [7221] | 234 | this->vertexShaderFile = ""; | 
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| [5321] | 235 | glDetachObjectARB(this->shaderProgram, this->vertexShader); | 
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| [5263] | 236 | glDeleteObjectARB(this->vertexShader); | 
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| [5320] | 237 | glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status); | 
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|  | 238 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) | 
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|  | 239 | Shader::printError(this->vertexShader); | 
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| [5263] | 240 | this->vertexShader = 0; | 
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| [5262] | 241 | } | 
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| [8037] | 242 | else if (type == Shader::Fragment && this->fragmentShader != 0) | 
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| [5262] | 243 | { | 
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| [7221] | 244 | this->fragmentShaderFile = ""; | 
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| [5321] | 245 | glDetachObjectARB(this->shaderProgram, this->fragmentShader); | 
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| [5263] | 246 | glDeleteObjectARB(this->fragmentShader); | 
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| [5320] | 247 | glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status); | 
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|  | 248 | if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION) | 
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|  | 249 | Shader::printError(this->fragmentShader); | 
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| [5263] | 250 | this->fragmentShader = 0; | 
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| [5262] | 251 | } | 
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|  | 252 | else | 
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|  | 253 | return; | 
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|  | 254 | } | 
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|  | 255 |  | 
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| [5264] | 256 |  | 
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| [5319] | 257 | void Shader::printError(GLhandleARB program) | 
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| [5264] | 258 | { | 
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| [5273] | 259 | if (program == 0) | 
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|  | 260 | return; | 
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|  | 261 |  | 
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| [5267] | 262 | int infologLength = 0; | 
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|  | 263 | int charsWritten  = 0; | 
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|  | 264 | char *infoLog; | 
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|  | 265 |  | 
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|  | 266 | glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB, | 
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|  | 267 | &infologLength); | 
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|  | 268 |  | 
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|  | 269 | if (infologLength > 0) | 
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|  | 270 | { | 
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| [5283] | 271 | infoLog = new char[infologLength+1]; | 
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| [5267] | 272 | glGetInfoLogARB(program, infologLength, &charsWritten, infoLog); | 
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| [5269] | 273 | printf("%s\n", infoLog); | 
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| [5283] | 274 | delete[] infoLog; | 
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| [5267] | 275 | } | 
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| [5264] | 276 | } | 
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|  | 277 |  | 
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| [5333] | 278 | bool Shader::checkShaderAbility() | 
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|  | 279 | { | 
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|  | 280 | if (GLEW_ARB_shader_objects && | 
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|  | 281 | GLEW_ARB_shading_language_100 && | 
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|  | 282 | GLEW_ARB_vertex_shader && | 
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|  | 283 | GLEW_ARB_fragment_shader) | 
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|  | 284 | return true; | 
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|  | 285 | else | 
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|  | 286 | return false; | 
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|  | 287 | } | 
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| [5264] | 288 |  | 
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| [5262] | 289 | void Shader::debug() const | 
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|  | 290 | { | 
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|  | 291 | PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram); | 
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|  | 292 | if (this->vertexShader != 0) | 
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|  | 293 | { | 
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| [5266] | 294 | /*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile); | 
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| [5262] | 295 | if (this->vertexShaderSource != NULL) | 
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|  | 296 | for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++) | 
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|  | 297 | PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i)); | 
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|  | 298 | } | 
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|  | 299 | if (this->fragmentShader != 0) | 
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|  | 300 | { | 
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|  | 301 | PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile); | 
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|  | 302 | if (this->fragmentShaderSource != NULL) | 
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|  | 303 | for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++) | 
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| [5266] | 304 | PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/ | 
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| [5262] | 305 | } | 
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|  | 306 | } | 
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|  | 307 |  | 
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