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source: orxonox.OLD/trunk/src/lib/graphics/shader.cc @ 5335

Last change on this file since 5335 was 5335, checked in by bensch, 19 years ago

orxonox/trunk: more fool-proov loading of important paths (data and image)

File size: 8.2 KB
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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#include "resource_manager.h"
27
28
29#ifndef PARSELINELENGHT
30#define PARSELINELENGHT     512       //!< how many chars to read at once
31#endif
32
33using namespace std;
34
35
36/**
37 * standard constructor
38*/
39Shader::Shader (const char* vertexShaderFile, const char* fragmentShaderFile)
40{
41   this->setClassID(CL_SHADER, "Shader");
42
43   this->fragmentShaderFile = NULL;
44   this->vertexShaderFile = NULL;
45   this->shaderProgram = 0;
46   this->vertexShader = 0;
47   this->fragmentShader = 0;
48
49   if (GLEW_ARB_shader_objects && GLEW_ARB_shading_language_100)
50     {
51       GLint status = 0;
52
53       this->shaderProgram = glCreateProgramObjectARB();
54
55       if (vertexShaderFile != NULL)
56         this->loadShaderProgramm(SHADER_VERTEX, vertexShaderFile);
57       if (fragmentShaderFile != NULL)
58         this->loadShaderProgramm(SHADER_FRAGMENT, fragmentShaderFile);
59       glLinkProgramARB(this->shaderProgram);
60       // link error checking
61       glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_LINK_STATUS_ARB, &status);
62       if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
63         this->printError(this->shaderProgram);
64    }
65   else
66     {
67       PRINTF(2)("Shaders are not supported on your hardware\n");
68     }
69}
70
71
72/**
73 * standard deconstructor
74 */
75Shader::~Shader ()
76{
77  if (this->shaderProgram == glGetHandleARB(GL_PROGRAM_OBJECT_ARB))
78    Shader::deactivateShader();
79
80  // delete what has to be deleted here
81  this->deleteProgram(SHADER_VERTEX);
82  this->deleteProgram(SHADER_FRAGMENT);
83
84  if (this->fragmentShader != 0)
85  {
86    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
87    glDeleteObjectARB(this->fragmentShader);
88  }
89  if (this->vertexShader != 0)
90  {
91    glDetachObjectARB(this->shaderProgram, this->vertexShader);
92    glDeleteObjectARB(this->vertexShader);
93  }
94  if (this->shaderProgram != 0)
95  {
96    GLint status = 0;
97    //glLinkProgramARB(this->shaderProgram);
98    glDeleteObjectARB(this->shaderProgram);
99       // link error checking
100    glGetObjectParameterivARB(this->shaderProgram, GL_OBJECT_DELETE_STATUS_ARB, &status);
101    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
102      this->printError(this->shaderProgram);
103  }
104}
105
106Shader* Shader::getShader(const char* vertexShaderFile, const char* fragmentShaderFile)
107{
108  return (Shader*)ResourceManager::getInstance()->load(vertexShaderFile, SHADER,  RP_LEVEL, (void*)fragmentShaderFile);
109}
110
111bool Shader::unload(Shader* shader)
112{
113  return ResourceManager::getInstance()->unload(shader);
114}
115
116Shader* Shader::storedShader = NULL;
117
118
119bool Shader::loadShaderProgramm(SHADER_TYPE type, const char* fileName)
120{
121  GLhandleARB shader = 0;
122
123  if (type != SHADER_VERTEX && type != SHADER_FRAGMENT)
124    return false;
125  this->deleteProgram(type);
126
127
128  Array<char*>* program = fileReadArray(fileName);
129  if (program == NULL)
130    return false;
131
132  if (type == SHADER_VERTEX && GLEW_ARB_vertex_shader)
133  {
134    this->vertexShaderFile = new char[strlen(fileName)+1];
135    strcpy(this->vertexShaderFile, fileName);
136
137    shader = this->vertexShader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
138  }
139
140  if (type == SHADER_FRAGMENT && GLEW_ARB_fragment_shader)
141  {
142    this->fragmentShaderFile = new char[strlen(fileName)+1];
143    strcpy(this->fragmentShaderFile, fileName);
144
145    shader = this->fragmentShader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
146  }
147
148  if (shader != 0)
149  {
150    GLint status = 0;
151    glShaderSourceARB(shader, program->getCount(), (const char**)program->getArray(), NULL);
152    glCompileShaderARB(shader);
153    // checking on error.
154    glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
155    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
156      this->printError(shader);
157    else
158      glAttachObjectARB(this->shaderProgram, shader);
159  }
160  for (unsigned int i=0; i< program->getCount(); i++)
161    delete[] program->getArray()[i];
162  delete program;
163}
164
165char* Shader::fileRead(const char* fileName)
166{
167  FILE* fileHandle;
168  char* content = NULL;
169
170  int count = 0;
171
172  if (fileName == NULL)
173    return NULL;
174
175  fileHandle = fopen(fileName, "rt");
176
177  if (fileHandle == NULL)
178    return NULL;
179  fseek(fileHandle, 0, SEEK_END);
180  count = ftell(fileHandle);
181  rewind(fileHandle);
182  if (count > 0) {
183     content = new char[count+1];
184     count = fread(content, sizeof(char), count, fileHandle);
185     content[count] = '\0';
186   }
187   fclose(fileHandle);
188 return content;
189}
190
191
192Array<char*>* Shader::fileReadArray(const char* fileName)
193{
194  FILE*    stream;           //< The stream we use to read the file.
195
196  if( (stream = fopen (fileName, "rt")) == NULL)
197  {
198    PRINTF(1)("Shader could not open %s\n", fileName);
199    return NULL;
200  }
201  Array<char*>* file = new Array<char*>;
202
203  char lineBuffer[PARSELINELENGHT];
204  char* addString;
205  while(fgets (lineBuffer, PARSELINELENGHT, stream) != NULL)
206  {
207    addString = new char[strlen(lineBuffer)+1];
208    strcpy(addString, lineBuffer);
209    file->addEntry(addString);
210  }
211  fclose(stream);
212  file->finalizeArray();
213  return file;
214}
215
216
217
218void Shader::activateShader()
219{
220  if (likely (this->shaderProgram != 0))
221  {
222    glUseProgramObjectARB(this->shaderProgram);
223    Shader::storedShader = this;
224  }
225}
226
227void Shader::deactivateShader()
228{
229  glUseProgramObjectARB(0);
230  Shader::storedShader = NULL;
231}
232
233
234void Shader::deleteProgram(SHADER_TYPE type)
235{
236  GLint status = 0;
237  if (type == SHADER_VERTEX && this->vertexShader != 0)
238  {
239    delete[] this->vertexShaderFile;
240    this->vertexShaderFile = NULL;
241    glDetachObjectARB(this->shaderProgram, this->vertexShader);
242    glDeleteObjectARB(this->vertexShader);
243    glGetObjectParameterivARB(this->vertexShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
244    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
245      Shader::printError(this->vertexShader);
246    this->vertexShader = 0;
247  }
248  else if (type == SHADER_FRAGMENT && this->fragmentShader != 0)
249  {
250    delete[] this->fragmentShaderFile;
251    this->fragmentShaderFile = NULL;
252    glDetachObjectARB(this->shaderProgram, this->fragmentShader);
253    glDeleteObjectARB(this->fragmentShader);
254    glGetObjectParameterivARB(this->fragmentShader, GL_OBJECT_DELETE_STATUS_ARB, &status);
255    if (status == GL_INVALID_VALUE || status == GL_INVALID_OPERATION)
256      Shader::printError(this->fragmentShader);
257    this->fragmentShader = 0;
258  }
259  else
260    return;
261}
262
263
264void Shader::printError(GLhandleARB program)
265{
266  if (program == 0)
267    return;
268
269  int infologLength = 0;
270  int charsWritten  = 0;
271  char *infoLog;
272
273  glGetObjectParameterivARB(program, GL_OBJECT_INFO_LOG_LENGTH_ARB,
274                            &infologLength);
275
276  if (infologLength > 0)
277  {
278    infoLog = new char[infologLength+1];
279    glGetInfoLogARB(program, infologLength, &charsWritten, infoLog);
280    printf("%s\n", infoLog);
281    delete[] infoLog;
282  }
283}
284
285bool Shader::checkShaderAbility()
286{
287  if (GLEW_ARB_shader_objects &&
288      GLEW_ARB_shading_language_100 &&
289      GLEW_ARB_vertex_shader &&
290      GLEW_ARB_fragment_shader)
291    return true;
292  else
293    return false;
294}
295
296void Shader::debug() const
297{
298  PRINT(3)("Shader info: (SHADER: %d)\n", this->shaderProgram);
299  if (this->vertexShader != 0)
300  {
301/*    PRINT(3)("VertexShaderProgramm: number=%d, file='%s'\n", this->vertexShader, this->vertexShaderFile);
302    if (this->vertexShaderSource != NULL)
303      for (unsigned int i = 0; i < this->vertexShaderSource->getCount(); i++)
304        PRINT(3)("%d: %s\n", i, this->vertexShaderSource->getEntry(i));
305  }
306  if (this->fragmentShader != 0)
307  {
308    PRINT(3)("FragmentShaderProgramm: number=%d, file='%s'\n", this->fragmentShader, this->fragmentShaderFile);
309    if (this->fragmentShaderSource != NULL)
310      for (unsigned int i = 0; i < this->fragmentShaderSource->getCount(); i++)
311        PRINT(3)("%d: %s\n", i, this->fragmentShaderSource->getEntry(i));*/
312  }
313}
314
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