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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 5263

Last change on this file since 5263 was 5263, checked in by bensch, 19 years ago

orxonox/trunk: using glew, and Shaders are now read

File size: 5.8 KB
Line 
1/*
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.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
17
18#include "shader.h"
19
20
21#include "array.h"
22#include "stdlibincl.h"
23#include <stdio.h>
24#include "debug.h"
25
26
27#ifndef PARSELINELENGHT
28#define PARSELINELENGHT     512       //!< how many chars to read at once
29#endif
30
31using namespace std;
32
33
34/**
35 * standard constructor
36*/
37Shader::Shader (const char* vertexShaderFile, const char* fragmentShaderFile)
38{
39   this->setClassID(CL_SHADER, "Shader");
40
41   this->fragmentShaderFile = NULL;
42   this->vertexShaderFile = NULL;
43   this->fragmentShaderSource = NULL;
44   this->vertexShaderSource = NULL;
45   this->fragmentShaderLengths = NULL;
46   this->vertexShaderLenghts = NULL;
47   this->shaderProgram = 0;
48   this->vertexShader = 0;
49   this->fragmentShader = 0;
50
51   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
52     this->shaderProgram = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
53
54   if (vertexShaderFile != NULL)
55     this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile);
56   if (fragmentShaderFile != NULL)
57     this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile);
58}
59
60
61/**
62 * standard deconstructor
63*/
64Shader::~Shader ()
65{
66  // delete what has to be deleted here
67  this->deleteProgram(SHADER_VERTEX);
68  this->deleteProgram(SHADER_FRAGMENT);
69
70  glDeleteObjectARB(this->shaderProgram);
71}
72
73
74bool Shader::loadShaderProgramm(SHADER_TYPE type, const char* fileName)
75{
76  if (type != SHADER_VERTEX && type != SHADER_FRAGMENT)
77    return false;
78  this->deleteProgram(type);
79
80  FILE*    stream;           //< The stream we use to read the file.
81
82  if( (stream = fopen (fileName, "r")) == NULL)
83  {
84    PRINTF(1)("Shader could not open %s\n", fileName);
85    return false;
86  }
87  Array<char*>* program = new Array<char*>;
88  Array<int>* lengths = new Array<int>;
89  if (type == SHADER_VERTEX)
90  {
91    this->vertexShaderFile = new char[strlen(fileName)+1];
92    strcpy(this->vertexShaderFile, fileName);
93    this->vertexShaderSource = program;
94    this->vertexShaderLenghts = lengths;
95  }
96  else
97  {
98    this->fragmentShaderFile = new char[strlen(fileName)+1];
99    strcpy(this->fragmentShaderFile, fileName);
100    this->fragmentShaderSource = program;
101    this->fragmentShaderLengths = lengths;
102  }
103
104  char lineBuffer[PARSELINELENGHT];
105  char* addString;
106  while( !feof( stream))
107  {
108      // get next line
109    fgets (lineBuffer, PARSELINELENGHT, stream);
110    if (strchr(lineBuffer, '\n'))
111    {
112      addString = new char[strlen(lineBuffer)];
113      strncpy(addString, lineBuffer, strlen (lineBuffer)-1);
114      addString[strlen(lineBuffer)-1] ='\0';
115    }
116    else
117    {
118      addString = new char[strlen(lineBuffer)+1];
119      strcpy(addString, lineBuffer);
120    }
121    program->addEntry(addString);
122    lengths->addEntry(strlen(addString));
123  }
124  fclose(stream);
125
126  program->finalizeArray();
127  lengths->finalizeArray();
128
129  if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader)
130  {
131    this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
132    glShaderSourceARB(this->vertexShader, program->getCount(), (const GLcharARB**)program->getArray(), lengths->getArray());
133    glCompileShaderARB(this->vertexShader);
134    glAttachObjectARB(this->shaderProgram, this->vertexShader);
135  }
136
137  if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader)
138  {
139    this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
140    glShaderSourceARB(this->fragmentShader, program->getCount(), (const GLcharARB**)program->getArray(), lengths->getArray());
141    glCompileShaderARB(this->fragmentShader);
142    glAttachObjectARB(this->shaderProgram, this->fragmentShader);
143  }
144  glLinkProgramARB(this->shaderProgram);
145}
146
147bool Shader::activateShader()
148{
149  glUseProgramObjectARB(this->shaderProgram);
150}
151
152
153void Shader::deleteProgram(SHADER_TYPE type)
154{
155  Array<char*>* deleteArray = NULL;
156  if (type == SHADER_VERTEX)
157  {
158    deleteArray = this->vertexShaderSource;
159    this->vertexShaderSource = NULL;
160    delete this->vertexShaderLenghts;
161    this->vertexShaderLenghts = NULL;
162    delete[] this->vertexShaderFile;
163    this->vertexShaderFile = NULL;
164    glDeleteObjectARB(this->vertexShader);
165    this->vertexShader = 0;
166  }
167  else if (type == SHADER_FRAGMENT)
168  {
169    deleteArray = this->fragmentShaderSource;
170    delete this->fragmentShaderLengths;
171    this->fragmentShaderLengths = NULL;
172    this->fragmentShaderSource = NULL;
173    delete[] this->fragmentShaderFile;
174    this->fragmentShaderFile = NULL;
175    glDeleteObjectARB(this->fragmentShader);
176    this->fragmentShader = 0;
177  }
178  else
179    return;
180
181  if (deleteArray == NULL)
182    return;
183  else
184  {
185    deleteArray->finalizeArray();
186    for (unsigned int i = 0; i < deleteArray->getCount(); i++)
187    {
188      delete[] deleteArray->getEntry(i);
189    }
190    delete deleteArray;
191  }
192}
193
194void Shader::debug() const
195{
196  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
197  if (this->vertexShader != 0)
198  {
199    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
200    if (this->vertexShaderSource != NULL)
201      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
202        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
203  }
204  if (this->fragmentShader != 0)
205  {
206    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
207    if (this->fragmentShaderSource != NULL)
208      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
209        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));
210  }
211
212
213}
214
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