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 <stdio.h> |
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22 | #include "debug.h" |
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23 | |
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24 | |
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25 | #ifndef PARSELINELENGHT |
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26 | #define PARSELINELENGHT 512 //!< how many chars to read at once |
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27 | #endif |
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28 | |
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29 | using namespace std; |
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30 | |
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31 | |
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32 | /** |
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33 | * standard constructor |
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34 | */ |
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35 | Shader::Shader (const char* vertexShaderFile, const char* fragmentShaderFile) |
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36 | { |
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37 | this->setClassID(CL_SHADER, "Shader"); |
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38 | |
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39 | this->fragmentShaderFile = NULL; |
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40 | this->vertexShaderFile = NULL; |
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41 | this->shaderProgram = 0; |
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42 | this->vertexShader = 0; |
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43 | this->fragmentShader = 0; |
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44 | |
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45 | if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100) |
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46 | this->shaderProgram = glCreateProgramObjectARB(); |
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47 | |
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48 | if (vertexShaderFile != NULL) |
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49 | this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile); |
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50 | if (fragmentShaderFile != NULL) |
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51 | this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile); |
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52 | try { |
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53 | glLinkProgramARB(this->shaderProgram); } |
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54 | catch(GLenum errorCode) { |
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55 | this->printError(this->shaderProgram); } |
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56 | } |
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57 | |
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58 | |
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59 | /** |
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60 | * standard deconstructor |
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61 | */ |
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62 | Shader::~Shader () |
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63 | { |
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64 | // delete what has to be deleted here |
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65 | this->deleteProgram(SHADER_VERTEX); |
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66 | this->deleteProgram(SHADER_FRAGMENT); |
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67 | |
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68 | glDeleteObjectARB(this->fragmentShader); |
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69 | glDeleteObjectARB(this->vertexShader); |
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70 | glDeleteObjectARB(this->shaderProgram); |
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71 | } |
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72 | |
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73 | |
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74 | bool Shader::loadShaderProgramm(SHADER_TYPE type, const char* fileName) |
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75 | { |
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76 | if (type != SHADER_VERTEX && type != SHADER_FRAGMENT) |
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77 | return false; |
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78 | this->deleteProgram(type); |
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79 | |
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80 | |
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81 | const char* program = fileRead(fileName); |
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82 | if (program == NULL) |
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83 | return false; |
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84 | GLenum shader = 0; |
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85 | if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader) |
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86 | { |
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87 | this->vertexShaderFile = new char[strlen(fileName)+1]; |
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88 | strcpy(this->vertexShaderFile, fileName); |
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89 | |
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90 | shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
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91 | } |
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92 | |
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93 | if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader) |
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94 | { |
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95 | this->fragmentShaderFile = new char[strlen(fileName)+1]; |
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96 | strcpy(this->fragmentShaderFile, fileName); |
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97 | |
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98 | shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
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99 | } |
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100 | glShaderSourceARB(shader, 1, (const GLcharARB**)&program, NULL); |
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101 | try { |
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102 | glCompileShaderARB(shader); |
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103 | } |
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104 | catch (...) |
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105 | { |
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106 | this->printError(shader); |
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107 | } |
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108 | glAttachObjectARB(this->shaderProgram, shader); |
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109 | delete[] program; |
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110 | } |
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111 | |
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112 | |
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113 | char* Shader::fileRead(const char* fileName) |
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114 | { |
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115 | FILE* fileHandle; |
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116 | char* content = NULL; |
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117 | |
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118 | int count = 0; |
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119 | |
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120 | if (fileName == NULL) |
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121 | return NULL; |
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122 | |
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123 | fileHandle = fopen(fileName, "rt"); |
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124 | |
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125 | if (fileHandle == NULL) |
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126 | return NULL; |
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127 | fseek(fileHandle, 0, SEEK_END); |
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128 | count = ftell(fileHandle); |
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129 | rewind(fileHandle); |
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130 | if (count > 0) { |
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131 | content = new char[count+1]; |
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132 | count = fread(content, sizeof(char), count, fileHandle); |
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133 | content[count] = '\0'; |
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134 | } |
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135 | fclose(fileHandle); |
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136 | return content; |
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137 | } |
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138 | |
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139 | void Shader::activateShader() |
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140 | { |
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141 | glUseProgramObjectARB(this->shaderProgram); |
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142 | } |
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143 | |
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144 | void Shader::deactivateShader() |
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145 | { |
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146 | glUseProgramObjectARB(0); |
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147 | } |
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148 | |
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149 | |
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150 | void Shader::deleteProgram(SHADER_TYPE type) |
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151 | { |
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152 | if (type == SHADER_VERTEX) |
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153 | { |
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154 | delete[] this->vertexShaderFile; |
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155 | this->vertexShaderFile = NULL; |
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156 | glDeleteObjectARB(this->vertexShader); |
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157 | this->vertexShader = 0; |
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158 | } |
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159 | else if (type == SHADER_FRAGMENT) |
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160 | { |
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161 | delete[] this->fragmentShaderFile; |
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162 | this->fragmentShaderFile = NULL; |
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163 | glDeleteObjectARB(this->fragmentShader); |
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164 | this->fragmentShader = 0; |
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165 | } |
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166 | else |
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167 | return; |
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168 | } |
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169 | |
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170 | |
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171 | void Shader::printError(GLenum program) |
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172 | { |
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173 | int infologLength = 0; |
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174 | int charsWritten = 0; |
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175 | char *infoLog; |
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176 | |
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177 | glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB, |
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178 | &infologLength); |
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179 | |
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180 | if (infologLength > 0) |
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181 | { |
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182 | infoLog = (char *)malloc(sizeof(char) * (infologLength+1)); |
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183 | glGetInfoLogARB(program, infologLength, &charsWritten, infoLog); |
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184 | printf("%s\n", infoLog); |
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185 | free(infoLog); |
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186 | } |
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187 | } |
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188 | |
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189 | |
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190 | |
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191 | void Shader::debug() const |
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192 | { |
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193 | PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram); |
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194 | if (this->vertexShader != 0) |
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195 | { |
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196 | /* PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile); |
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197 | if (this->vertexShaderSource != NULL) |
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198 | for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++) |
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199 | PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i)); |
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200 | } |
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201 | if (this->fragmentShader != 0) |
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202 | { |
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203 | PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile); |
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204 | if (this->fragmentShaderSource != NULL) |
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205 | for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++) |
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206 | PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/ |
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207 | } |
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208 | |
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209 | |
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210 | } |
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211 | |
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