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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 5322

Last change on this file since 5322 was 5322, checked in by bensch, 19 years ago

orxonox/trunk: smooth unloading of Shaders. but not perfect.

File size: 7.6 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#include "array.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->shaderProgram = 0;
44   this->vertexShader = 0;
45   this->fragmentShader = 0;
46
47   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
48     {
49       GLint status = 0;
50
51       this->shaderProgram = glCreateProgramObjectARB();
52
53       if (vertexShaderFile != NULL)
54         this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile);
55       if (fragmentShaderFile != NULL)
56         this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile);
57       glLinkProgramARB(this->shaderProgram);
58       // link error checking
59       glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
60       if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
61         this->printError(this->shaderProgram);
62    }
63   else
64     {
65       PRINTF(2)("Shaders are not supported on your hardware\n");
66     }
67}
68
69
70/**
71 * standard deconstructor
72 */
73Shader::~Shader ()
74{
75  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
76    Shader::deactivateShader();
77
78  // delete what has to be deleted here
79  this->deleteProgram(SHADER_VERTEX);
80  this->deleteProgram(SHADER_FRAGMENT);
81
82  if (this->fragmentShader != 0)
83  {
84    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
85    glDeleteObjectARB(this->fragmentShader);
86  }
87  if (this->vertexShader != 0)
88  {
89    glDetachObjectARB(this->shaderProgram, this->vertexShader);
90    glDeleteObjectARB(this->vertexShader);
91  }
92  if (this->shaderProgram != 0)
93  {
94    GLint status = 0;
95    //glLinkProgramARB(this->shaderProgram);
96    glDeleteObjectARB(this->shaderProgram);
97       // link error checking
98    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
99    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
100      this->printError(this->shaderProgram);
101  }
102}
103
104Shader* Shader::storedShader = NULL;
105
106
107bool Shader::loadShaderProgramm(SHADER_TYPE type, const char* fileName)
108{
109  GLhandleARB shader = 0;
110
111  if (type != SHADER_VERTEX && type != SHADER_FRAGMENT)
112    return false;
113  this->deleteProgram(type);
114
115
116  Array<char*>* program = fileReadArray(fileName);
117  if (program == NULL)
118    return false;
119
120  if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader)
121  {
122    this->vertexShaderFile = new char[strlen(fileName)+1];
123    strcpy(this->vertexShaderFile, fileName);
124
125    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
126  }
127
128  if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader)
129  {
130    this->fragmentShaderFile = new char[strlen(fileName)+1];
131    strcpy(this->fragmentShaderFile, fileName);
132
133    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
134  }
135
136  if (shader != 0)
137  {
138    GLint status = 0;
139    glShaderSourceARB(shader, program->getCount(), (const char**)program->getArray(), NULL);
140    glCompileShaderARB(shader);
141    // checking on error.
142    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
143    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
144      this->printError(shader);
145    else
146      glAttachObjectARB(this->shaderProgram, shader);
147  }
148  for (unsigned int i=0; i< program->getCount(); i++)
149    delete[] program->getArray()[i];
150  delete program;
151}
152
153char* Shader::fileRead(const char* fileName)
154{
155  FILE* fileHandle;
156  char* content = NULL;
157
158  int count = 0;
159
160  if (fileName == NULL)
161    return NULL;
162
163  fileHandle = fopen(fileName, "rt");
164
165  if (fileHandle == NULL)
166    return NULL;
167  fseek(fileHandle, 0, SEEK_END);
168  count = ftell(fileHandle);
169  rewind(fileHandle);
170  if (count > 0) {
171     content = new char[count+1];
172     count = fread(content, sizeof(char), count, fileHandle);
173     content[count] = '\0';
174   }
175   fclose(fileHandle);
176 return content;
177}
178
179
180Array<char*>* Shader::fileReadArray(const char* fileName)
181{
182  FILE*    stream;           //< The stream we use to read the file.
183
184  if( (stream = fopen (fileName, "rt")) == NULL)
185  {
186    PRINTF(1)("Shader could not open %s\n", fileName);
187    return NULL;
188  }
189  Array<char*>* file = new Array<char*>;
190
191  char lineBuffer[PARSELINELENGHT];
192  char* addString;
193  while(fgets (lineBuffer, PARSELINELENGHT, stream) != NULL)
194  {
195    addString = new char[strlen(lineBuffer)+1];
196    strcpy(addString, lineBuffer);
197    file->addEntry(addString);
198  }
199  fclose(stream);
200  file->finalizeArray();
201  return file;
202}
203
204
205
206void Shader::activateShader()
207{
208  if (likely (this->shaderProgram != 0))
209  {
210    glUseProgramObjectARB(this->shaderProgram);
211    Shader::storedShader = this;
212  }
213}
214
215void Shader::deactivateShader()
216{
217  glUseProgramObjectARB(0);
218  Shader::storedShader = NULL;
219}
220
221
222void Shader::deleteProgram(SHADER_TYPE type)
223{
224  GLint status;
225  if (type == SHADER_VERTEX && this->vertexShader != 0)
226  {
227    delete[] this->vertexShaderFile;
228    this->vertexShaderFile = NULL;
229    glDetachObjectARB(this->shaderProgram, this->vertexShader);
230    glDeleteObjectARB(this->vertexShader);
231    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
232    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
233      Shader::printError(this->vertexShader);
234    this->vertexShader = 0;
235  }
236  else if (type == SHADER_FRAGMENT && this->fragmentShader != 0)
237  {
238    delete[] this->fragmentShaderFile;
239    this->fragmentShaderFile = NULL;
240    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
241    glDeleteObjectARB(this->fragmentShader);
242    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
243    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
244      Shader::printError(this->fragmentShader);
245    this->fragmentShader = 0;
246  }
247  else
248    return;
249}
250
251
252void Shader::printError(GLhandleARB program)
253{
254  if (program == 0)
255    return;
256
257  int infologLength = 0;
258  int charsWritten  = 0;
259  char *infoLog;
260
261  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
262                            &infologLength);
263
264  if (infologLength > 0)
265  {
266    infoLog = new char[infologLength+1];
267    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
268    printf("%s\n", infoLog);
269    delete[] infoLog;
270  }
271}
272
273
274
275void Shader::debug() const
276{
277  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
278  if (this->vertexShader != 0)
279  {
280/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
281    if (this->vertexShaderSource != NULL)
282      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
283        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
284  }
285  if (this->fragmentShader != 0)
286  {
287    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
288    if (this->fragmentShaderSource != NULL)
289      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
290        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
291  }
292}
293
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