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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 5317

Last change on this file since 5317 was 5317, checked in by bensch, 19 years ago

orxonox/trunk: Shaders are now NOT renderen in 2D-mode.
After 2D-mode is left, the Shader will be reactivated

File size: 5.5 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#include "stdlibincl.h"
21#include "compiler.h"
22#include <stdio.h>
23#include "debug.h"
24
25
26#ifndef PARSELINELENGHT
27#define PARSELINELENGHT     512       //!< how many chars to read at once
28#endif
29
30using namespace std;
31
32
33/**
34 * standard constructor
35*/
36Shader::Shader (const char* vertexShaderFile, const char* fragmentShaderFile)
37{
38   this->setClassID(CL_SHADER, "Shader");
39
40   this->fragmentShaderFile = NULL;
41   this->vertexShaderFile = NULL;
42   this->shaderProgram = 0;
43   this->vertexShader = 0;
44   this->fragmentShader = 0;
45
46   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
47     {
48       this->shaderProgram = glCreateProgramObjectARB();
49
50       if (vertexShaderFile != NULL)
51         this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile);
52       if (fragmentShaderFile != NULL)
53         this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile);
54       try  {
55         glLinkProgramARB(this->shaderProgram); }
56       catch(GLenum errorCode)  {
57         this->printError(this->shaderProgram); }
58     }
59   else
60     {
61       PRINTF(2)("Shaders are not supported on your hardware\n");
62     }
63}
64
65
66/**
67 * standard deconstructor
68*/
69Shader::~Shader ()
70{
71  // delete what has to be deleted here
72  this->deleteProgram(SHADER_VERTEX);
73  this->deleteProgram(SHADER_FRAGMENT);
74
75  if (this->fragmentShader != 0)
76    glDeleteObjectARB(this->fragmentShader);
77  if (this->vertexShader != 0)
78    glDeleteObjectARB(this->vertexShader);
79  if (this->shaderProgram != 0)
80    glDeleteObjectARB(this->shaderProgram);
81}
82
83Shader* Shader::storedShader = NULL;
84
85
86bool Shader::loadShaderProgramm(SHADER_TYPE type, const char* fileName)
87{
88  GLenum shader = 0;
89
90  if (type != SHADER_VERTEX && type != SHADER_FRAGMENT)
91    return false;
92  this->deleteProgram(type);
93
94
95  const char* program = fileRead(fileName);
96  if (program == NULL)
97    return false;
98  if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader)
99  {
100    this->vertexShaderFile = new char[strlen(fileName)+1];
101    strcpy(this->vertexShaderFile, fileName);
102
103    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
104  }
105
106  if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader)
107  {
108    this->fragmentShaderFile = new char[strlen(fileName)+1];
109    strcpy(this->fragmentShaderFile, fileName);
110
111    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
112  }
113
114  if (shader != 0)
115    {
116      glShaderSourceARB(shader, 1, (const GLcharARB**)&program, NULL);
117      try {
118        glCompileShaderARB(shader);
119      }
120      catch (...)
121        {
122          this->printError(shader);
123        }
124      glAttachObjectARB(this->shaderProgram, shader);
125      delete[] program;
126    }
127}
128
129char* Shader::fileRead(const char* fileName)
130{
131  FILE* fileHandle;
132  char* content = NULL;
133
134  int count = 0;
135
136  if (fileName == NULL)
137    return NULL;
138
139  fileHandle = fopen(fileName, "rt");
140
141  if (fileHandle == NULL)
142    return NULL;
143  fseek(fileHandle, 0, SEEK_END);
144  count = ftell(fileHandle);
145  rewind(fileHandle);
146  if (count > 0) {
147     content = new char[count+1];
148     count = fread(content, sizeof(char), count, fileHandle);
149     content[count] = '\0';
150   }
151   fclose(fileHandle);
152 return content;
153}
154
155void Shader::activateShader()
156{
157  if (likely (this->shaderProgram != 0))
158  {
159    glUseProgramObjectARB(this->shaderProgram);
160    Shader::storedShader = this;
161  }
162}
163
164void Shader::deactivateShader()
165{
166  glUseProgramObjectARB(0);
167  Shader::storedShader = NULL;
168}
169
170
171void Shader::deleteProgram(SHADER_TYPE type)
172{
173  if (type == SHADER_VERTEX && this->vertexShader != 0)
174  {
175    delete[] this->vertexShaderFile;
176    this->vertexShaderFile = NULL;
177    glDeleteObjectARB(this->vertexShader);
178    this->vertexShader = 0;
179  }
180  else if (type == SHADER_FRAGMENT && this->fragmentShader != 0)
181  {
182    delete[] this->fragmentShaderFile;
183    this->fragmentShaderFile = NULL;
184    glDeleteObjectARB(this->fragmentShader);
185    this->fragmentShader = 0;
186  }
187  else
188    return;
189}
190
191
192void Shader::printError(GLenum program)
193{
194  if (program == 0)
195    return;
196
197  int infologLength = 0;
198  int charsWritten  = 0;
199  char *infoLog;
200
201  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
202                            &infologLength);
203
204  if (infologLength > 0)
205  {
206    infoLog = new char[infologLength+1];
207    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
208    printf("%s\n", infoLog);
209    delete[] infoLog;
210  }
211}
212
213
214
215void Shader::debug() const
216{
217  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
218  if (this->vertexShader != 0)
219  {
220/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
221    if (this->vertexShaderSource != NULL)
222      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
223        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
224  }
225  if (this->fragmentShader != 0)
226  {
227    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
228    if (this->fragmentShaderSource != NULL)
229      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
230        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
231  }
232}
233
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